Reorganized system sim
parent
e24c0edb8f
commit
51d9aa3911
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@ -1,13 +1,12 @@
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//! This module provides a physics-based simulation of one system.
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pub mod controller;
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pub mod objects;
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mod particlebuilder;
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pub mod physimage;
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mod physsim;
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mod physwrapper;
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mod stepresources;
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mod systemsim;
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mod wrapper;
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pub use particlebuilder::*;
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pub use physimage::*;
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pub use physsim::{PhysSim, PhysSimShipHandle};
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pub use physwrapper::PhysWrapper;
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pub use stepresources::*;
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pub use systemsim::{PhysSim, PhysSimShipHandle};
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pub use wrapper::Wrapper;
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@ -1,45 +1,46 @@
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use galactica_content::{Effect, SpriteHandle};
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use nalgebra::{Point2, Rotation2, Vector2};
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use galactica_content::{Content, EffectHandle, SpriteAutomaton};
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use nalgebra::{Rotation2, Vector2};
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use rand::Rng;
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use rapier2d::dynamics::{RigidBodyBuilder, RigidBodyHandle, RigidBodyType};
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use crate::phys::{PhysStepResources, PhysWrapper};
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/// Instructions to create a new particle
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#[derive(Debug)]
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pub struct ParticleBuilder {
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#[derive(Debug, Clone)]
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pub struct PhysEffect {
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/// The sprite to use for this particle
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pub sprite: SpriteHandle,
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/// This object's center, in world coordinates.
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pub pos: Point2<f32>,
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pub anim: SpriteAutomaton,
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/// This particle's velocity, in world coordinates
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pub velocity: Vector2<f32>,
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/// This particle's angle, in radians
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pub angle: f32,
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/// This particle's angular velocity (rad/sec)
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pub angvel: f32,
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pub rigid_body: RigidBodyHandle,
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/// This particle's lifetime, in seconds
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pub lifetime: f32,
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lifetime: f32,
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/// The size of this particle,
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/// given as height in world units.
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pub size: f32,
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/// Fade this particle out over this many seconds as it expires
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/// Fade this particle over this many seconds as it expires
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pub fade: f32,
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/// If true, this effect has been destroyed,
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/// and needs to be removed from the game.
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is_destroyed: bool,
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}
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impl ParticleBuilder {
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/// Create a ParticleBuilder from an Effect
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pub fn from_content(
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effect: &Effect,
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pos: Point2<f32>,
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impl PhysEffect {
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/// Create a new particle inside `Wrapper`
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pub fn new(
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ct: &Content,
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wrapper: &mut PhysWrapper,
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effect: EffectHandle,
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pos: Vector2<f32>,
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parent_angle: f32,
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parent_velocity: Vector2<f32>,
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target_velocity: Vector2<f32>,
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) -> Self {
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let effect = ct.get_effect(effect);
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let mut rng = rand::thread_rng();
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let velocity = {
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@ -65,13 +66,17 @@ impl ParticleBuilder {
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parent_angle + effect.angle + rng.gen_range(-effect.angle_rng..=effect.angle_rng)
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};
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ParticleBuilder {
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sprite: effect.sprite,
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pos,
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velocity,
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println!("{:?}", effect.angvel_rng);
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angle,
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angvel,
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let rb = RigidBodyBuilder::new(RigidBodyType::KinematicVelocityBased)
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.position(pos.into())
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.rotation(angle)
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.angvel(angvel)
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.linvel(velocity);
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PhysEffect {
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anim: SpriteAutomaton::new(ct, effect.sprite),
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rigid_body: wrapper.insert_rigid_body(rb.build()),
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lifetime: 0f32
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.max(effect.lifetime + rng.gen_range(-effect.lifetime_rng..=effect.lifetime_rng)),
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@ -80,6 +85,28 @@ impl ParticleBuilder {
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size: 0f32.max(effect.size + rng.gen_range(-effect.size_rng..=effect.size_rng)),
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fade: 0f32.max(effect.fade + rng.gen_range(-effect.fade_rng..=effect.fade_rng)),
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is_destroyed: false,
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}
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}
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/// Step this effect's state by `t` seconds
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pub fn step(&mut self, res: &PhysStepResources, wrapper: &mut PhysWrapper) {
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if self.is_destroyed {
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return;
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}
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self.anim.step(res.ct, res.t);
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self.lifetime -= res.t;
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if self.lifetime <= 0.0 {
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wrapper.remove_rigid_body(self.rigid_body);
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self.is_destroyed = true;
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}
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}
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/// Should this effect be deleted?
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pub fn is_destroyed(&self) -> bool {
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self.is_destroyed
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}
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}
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@ -1,7 +1,9 @@
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//! This module contains game objects that may interact with the physics engine.
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mod collapse;
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mod effect;
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mod projectile;
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mod ship;
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pub use effect::*;
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pub use projectile::PhysProjectile;
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pub use ship::{PhysSimShip, ShipControls};
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pub use ship::*;
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@ -1,7 +1,12 @@
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use galactica_content::{AnimationState, Content, FactionHandle, Projectile, SpriteAutomaton};
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use nalgebra::Vector2;
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use rand::Rng;
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use rapier2d::{dynamics::RigidBodyHandle, geometry::ColliderHandle};
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use crate::phys::{physsim::NewObjects, PhysStepResources, PhysWrapper};
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use super::PhysEffect;
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/// A single projectile in this simulation
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#[derive(Debug, Clone)]
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pub struct PhysProjectile {
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@ -12,7 +17,7 @@ pub struct PhysProjectile {
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anim: SpriteAutomaton,
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/// The remaining lifetime of this projectile, in seconds
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pub lifetime: f32,
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lifetime: f32,
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/// The faction this projectile belongs to
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pub faction: FactionHandle,
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@ -25,6 +30,10 @@ pub struct PhysProjectile {
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/// This projectile's size variation
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pub size_rng: f32,
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/// If true, this projectile has been destroyed
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/// and is waiting to be deallocated.
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is_destroyed: bool,
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}
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impl PhysProjectile {
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@ -47,18 +56,88 @@ impl PhysProjectile {
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lifetime,
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faction,
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size_rng: rng.gen_range(-size_rng..=size_rng),
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is_destroyed: false,
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}
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}
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/// Process this projectile's state after `t` seconds
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pub fn tick(&mut self, ct: &Content, t: f32) {
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self.lifetime -= t;
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self.anim.step(ct, t)
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pub(in crate::phys) fn step(
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&mut self,
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res: &PhysStepResources,
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new: &mut NewObjects,
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wrapper: &mut PhysWrapper,
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) {
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self.lifetime -= res.t;
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self.anim.step(res.ct, res.t);
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if self.lifetime <= 0.0 {
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self.destroy(res, new, wrapper, true);
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}
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}
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/// Has this projectile expired?
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pub fn is_expired(&self) -> bool {
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return self.lifetime < 0.0;
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/// Destroy this projectile without creating an expire effect
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pub(in crate::phys) fn destroy_silent(
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&mut self,
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res: &PhysStepResources,
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new: &mut NewObjects,
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wrapper: &mut PhysWrapper,
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) {
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self.destroy(res, new, wrapper, false);
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}
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/// Destroy this projectile
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fn destroy(
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&mut self,
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res: &PhysStepResources,
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new: &mut NewObjects,
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wrapper: &mut PhysWrapper,
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expire: bool,
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) {
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if self.is_destroyed {
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return;
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}
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let rigid_body = wrapper.remove_rigid_body(self.rigid_body).unwrap();
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let mut rng = rand::thread_rng();
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if expire {
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match &self.content.expire_effect {
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None => {}
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Some(handle) => {
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let x = res.ct.get_effect(*handle);
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let pos = *rigid_body.translation();
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let vel = rigid_body.velocity_at_point(rigid_body.center_of_mass());
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let angle = rigid_body.rotation().angle();
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let velocity = {
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let a = rng
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.gen_range(-x.velocity_scale_parent_rng..=x.velocity_scale_parent_rng);
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let velocity = (x.velocity_scale_parent + a) * vel;
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velocity
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};
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new.effects.push(PhysEffect::new(
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res.ct,
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wrapper,
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*handle,
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pos,
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angle,
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velocity,
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Vector2::new(0.0, 0.0),
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));
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}
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}
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};
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self.is_destroyed = true;
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wrapper.remove_rigid_body(self.rigid_body);
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}
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/// Should this effect be deleted?
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pub(in crate::phys) fn should_remove(&self) -> bool {
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self.is_destroyed
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}
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}
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@ -1,316 +0,0 @@
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use galactica_content::{
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AnimationState, Content, EnginePoint, FactionHandle, OutfitHandle, ShipHandle, SpriteAutomaton,
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};
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use nalgebra::{point, vector, Rotation2, Vector2};
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use rand::Rng;
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use rapier2d::{
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dynamics::{RigidBody, RigidBodyHandle},
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geometry::{Collider, ColliderHandle},
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};
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use crate::data::{ShipData, ShipPersonality, ShipState};
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use super::{
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super::{ParticleBuilder, PhysStepResources},
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collapse::ShipCollapseSequence,
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};
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/// A ship's controls
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#[derive(Debug, Clone)]
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pub struct ShipControls {
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/// True if turning left
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pub left: bool,
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/// True if turning right
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pub right: bool,
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/// True if foward thrust
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pub thrust: bool,
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/// True if firing guns
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pub guns: bool,
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}
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impl ShipControls {
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/// Create a new, empty ShipControls
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pub fn new() -> Self {
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ShipControls {
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left: false,
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right: false,
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thrust: false,
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guns: false,
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}
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}
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}
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/// A ship instance in the physics system
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#[derive(Debug, Clone)]
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pub struct PhysSimShip {
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/// This ship's physics handle
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pub rigid_body: RigidBodyHandle,
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/// This ship's collider
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pub collider: ColliderHandle,
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/// This ship's game data
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pub(crate) data: ShipData,
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/// This ship's sprite animation state
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anim: SpriteAutomaton,
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/// Animation state for each of this ship's engines
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engine_anim: Vec<(EnginePoint, SpriteAutomaton)>,
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/// This ship's controls
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pub(crate) controls: ShipControls,
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/// This ship's controls during the last frame
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last_controls: ShipControls,
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/// This ship's collapse sequence
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collapse_sequence: Option<ShipCollapseSequence>,
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}
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impl PhysSimShip {
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/// Make a new ship
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pub(crate) fn new(
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ct: &Content,
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handle: ShipHandle,
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personality: ShipPersonality,
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faction: FactionHandle,
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rigid_body: RigidBodyHandle,
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collider: ColliderHandle,
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) -> Self {
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let ship_ct = ct.get_ship(handle);
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PhysSimShip {
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anim: SpriteAutomaton::new(ct, ship_ct.sprite),
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rigid_body,
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collider,
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data: ShipData::new(ct, handle, faction, personality),
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engine_anim: Vec::new(),
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controls: ShipControls::new(),
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last_controls: ShipControls::new(),
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collapse_sequence: Some(ShipCollapseSequence::new(ship_ct.collapse.length)),
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}
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}
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/// Step this ship's state by t seconds
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pub fn step(
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&mut self,
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res: &mut PhysStepResources,
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rigid_body: &mut RigidBody,
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collider: &mut Collider,
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) {
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self.data.step(res.t);
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self.anim.step(res.ct, res.t);
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for (_, e) in &mut self.engine_anim {
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e.step(res.ct, res.t);
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}
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if !self.controls.thrust && self.last_controls.thrust {
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let flare = self.get_flare(res.ct);
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if flare.is_some() {
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let flare_outfit = flare.unwrap();
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let flare = res.ct.get_outfit(flare_outfit);
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if flare.engine_flare_on_stop.is_some() {
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for (_, e) in &mut self.engine_anim {
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e.jump_to(res.ct, flare.engine_flare_on_stop.unwrap());
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}
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}
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};
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} else if self.controls.thrust && !self.last_controls.thrust {
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let flare = self.get_flare(res.ct);
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if flare.is_some() {
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let flare_outfit = flare.unwrap();
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let flare = res.ct.get_outfit(flare_outfit);
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if flare.engine_flare_on_start.is_some() {
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for (_, e) in &mut self.engine_anim {
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e.jump_to(res.ct, flare.engine_flare_on_start.unwrap());
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}
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}
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};
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}
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match self.data.get_state() {
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ShipState::Collapsing { .. } => {
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// Borrow checker hack, so we may pass self.data
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// to the collapse sequence
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let mut seq = self.collapse_sequence.take().unwrap();
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seq.step(res, &self.data, rigid_body, collider);
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self.collapse_sequence = Some(seq);
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if self.collapse_sequence.as_ref().unwrap().is_done() {
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self.data.finish_collapse();
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}
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}
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ShipState::Flying { .. } => {
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self.step_physics(res, rigid_body, collider);
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self.step_effects(res, rigid_body, collider);
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}
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ShipState::UnLanding { .. } | ShipState::Landing { .. } => {
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self.step_physics(res, rigid_body, collider);
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}
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ShipState::Dead | ShipState::Landed { .. } => {}
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}
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self.last_controls = self.controls.clone();
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}
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/// Update this frame's physics
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fn step_physics(
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&mut self,
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res: &mut PhysStepResources,
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rigid_body: &mut RigidBody,
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_collider: &mut Collider,
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) {
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let ship_rot = rigid_body.rotation();
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let engine_force = ship_rot * (Vector2::new(1.0, 0.0) * res.t);
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if self.controls.thrust {
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rigid_body.apply_impulse(
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vector![engine_force.x, engine_force.y]
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* self.data.get_outfits().get_engine_thrust(),
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true,
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);
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}
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if self.controls.right {
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rigid_body.apply_torque_impulse(
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self.data.get_outfits().get_steer_power() * -100.0 * res.t,
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true,
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);
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}
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if self.controls.left {
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rigid_body.apply_torque_impulse(
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self.data.get_outfits().get_steer_power() * 100.0 * res.t,
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true,
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);
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}
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}
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/// Spawn this frame's particles
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fn step_effects(
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&mut self,
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res: &mut PhysStepResources,
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rigid_body: &mut RigidBody,
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collider: &mut Collider,
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) {
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let ship_content = res.ct.get_ship(self.data.get_content());
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let ship_pos = rigid_body.translation();
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let ship_rot = rigid_body.rotation();
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let ship_ang = ship_rot.angle();
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let mut rng = rand::thread_rng();
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if self.data.get_hull() <= ship_content.damage.hull {
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for e in &ship_content.damage.effects {
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if rng.gen_range(0.0..=1.0) <= res.t / e.frequency {
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let effect = res.ct.get_effect(e.effect);
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let pos = if let Some(pos) = e.pos {
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Vector2::new(pos.x, pos.y)
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} else {
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// Pick a random point inside this ship's collider
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let mut y = 0.0;
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let mut x = 0.0;
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let mut a = false;
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while !a {
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x = rng.gen_range(-1.0..=1.0) * ship_content.size / 2.0;
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y = rng.gen_range(-1.0..=1.0)
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* ship_content.size * res.ct.get_sprite(ship_content.sprite).aspect
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/ 2.0;
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a = collider.shape().contains_local_point(&point![x, y]);
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}
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Vector2::new(x, y)
|
||||
};
|
||||
|
||||
let pos = ship_pos + (Rotation2::new(ship_ang) * pos);
|
||||
let velocity = rigid_body.velocity_at_point(&point![pos.x, pos.y]);
|
||||
|
||||
res.particles.push(ParticleBuilder::from_content(
|
||||
effect,
|
||||
pos.into(),
|
||||
0.0,
|
||||
velocity,
|
||||
Vector2::new(0.0, 0.0),
|
||||
))
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Public mutable
|
||||
impl PhysSimShip {
|
||||
fn get_flare(&mut self, ct: &Content) -> Option<OutfitHandle> {
|
||||
// TODO: better way to pick flare sprite
|
||||
for (h, _) in self.data.get_outfits().iter_outfits() {
|
||||
let c = ct.get_outfit(*h);
|
||||
if c.engine_flare_sprite.is_some() {
|
||||
return Some(*h);
|
||||
}
|
||||
}
|
||||
return None;
|
||||
}
|
||||
|
||||
/// Re-create this ship's engine flare animations
|
||||
/// Should be called whenever we change outfits
|
||||
fn update_flares(&mut self, ct: &Content) {
|
||||
let flare_outfit = self.get_flare(ct);
|
||||
if flare_outfit.is_none() {
|
||||
self.engine_anim = Vec::new();
|
||||
return;
|
||||
}
|
||||
let flare = ct
|
||||
.get_outfit(flare_outfit.unwrap())
|
||||
.engine_flare_sprite
|
||||
.unwrap();
|
||||
|
||||
self.engine_anim = ct
|
||||
.get_ship(self.data.get_content())
|
||||
.engines
|
||||
.iter()
|
||||
.map(|e| (e.clone(), SpriteAutomaton::new(ct, flare)))
|
||||
.collect();
|
||||
}
|
||||
|
||||
/// Add one outfit to this ship
|
||||
pub fn add_outfit(&mut self, ct: &Content, o: OutfitHandle) {
|
||||
self.data.add_outfit(ct.get_outfit(o));
|
||||
self.update_flares(ct);
|
||||
}
|
||||
|
||||
/// Add many outfits to this ship
|
||||
pub fn add_outfits(&mut self, ct: &Content, outfits: impl IntoIterator<Item = OutfitHandle>) {
|
||||
for o in outfits {
|
||||
self.data.add_outfit(ct.get_outfit(o));
|
||||
}
|
||||
self.update_flares(ct);
|
||||
}
|
||||
}
|
||||
|
||||
/// Public immutable
|
||||
impl PhysSimShip {
|
||||
/// Get this ship's control state
|
||||
pub fn get_controls(&self) -> &ShipControls {
|
||||
&self.controls
|
||||
}
|
||||
|
||||
/// Get this ship's engine animations
|
||||
pub fn iter_engine_anim(&self) -> impl Iterator<Item = &(EnginePoint, SpriteAutomaton)> {
|
||||
self.engine_anim.iter()
|
||||
}
|
||||
|
||||
/// Get this ship's animation state
|
||||
pub fn get_anim_state(&self) -> AnimationState {
|
||||
self.anim.get_texture_idx()
|
||||
}
|
||||
|
||||
/// Get this ship's game data struct
|
||||
pub fn get_data(&self) -> &ShipData {
|
||||
&self.data
|
||||
}
|
||||
}
|
|
@ -1,13 +1,7 @@
|
|||
use std::collections::HashMap;
|
||||
|
||||
use galactica_util::{clockwise_angle, to_radians};
|
||||
use nalgebra::Vector2;
|
||||
use rapier2d::{dynamics::RigidBodySet, geometry::ColliderHandle};
|
||||
|
||||
use crate::phys::{
|
||||
objects::{PhysSimShip, ShipControls},
|
||||
PhysStepResources,
|
||||
};
|
||||
use crate::phys::{objects::ShipControls, PhysImage, PhysSimShipHandle, PhysStepResources};
|
||||
|
||||
// TODO: no wobble
|
||||
// TODO: slow down when near planet
|
||||
|
@ -16,13 +10,11 @@ use crate::phys::{
|
|||
/// Land this ship on the given object
|
||||
pub fn auto_landing(
|
||||
_res: &PhysStepResources,
|
||||
rigid_bodies: &RigidBodySet,
|
||||
ships: &HashMap<ColliderHandle, PhysSimShip>,
|
||||
this_ship: ColliderHandle,
|
||||
img: &PhysImage,
|
||||
this_ship: PhysSimShipHandle,
|
||||
target_pos: Vector2<f32>,
|
||||
) -> Option<ShipControls> {
|
||||
let rigid_body_handle = ships.get(&this_ship).unwrap().rigid_body;
|
||||
let rigid_body = rigid_bodies.get(rigid_body_handle).unwrap();
|
||||
let rigid_body = &img.get_ship(&this_ship).unwrap().rigidbody;
|
||||
let my_pos = *rigid_body.translation();
|
||||
let my_rot = rigid_body.rotation() * Vector2::new(1.0, 0.0);
|
||||
let my_vel = rigid_body.linvel();
|
|
@ -1,10 +1,15 @@
|
|||
use galactica_content::{CollapseEvent, Content, Ship};
|
||||
use nalgebra::{Point2, Vector2};
|
||||
use rand::{rngs::ThreadRng, Rng};
|
||||
use rapier2d::{dynamics::RigidBody, geometry::Collider};
|
||||
use rapier2d::{
|
||||
dynamics::RigidBodyHandle,
|
||||
geometry::{Collider, ColliderHandle},
|
||||
};
|
||||
|
||||
use super::super::{ParticleBuilder, PhysStepResources};
|
||||
use crate::data::ShipData;
|
||||
use crate::{
|
||||
data::ShipData,
|
||||
phys::{objects::PhysEffect, physsim::NewObjects, PhysStepResources, PhysWrapper},
|
||||
};
|
||||
|
||||
#[derive(Debug, Clone)]
|
||||
pub(super) struct ShipCollapseSequence {
|
||||
|
@ -49,10 +54,14 @@ impl ShipCollapseSequence {
|
|||
pub(super) fn step(
|
||||
&mut self,
|
||||
res: &mut PhysStepResources,
|
||||
wrapper: &mut PhysWrapper,
|
||||
new: &mut NewObjects,
|
||||
ship_data: &ShipData,
|
||||
rigid_body: &mut RigidBody,
|
||||
collider: &mut Collider,
|
||||
rigid_body_handle: RigidBodyHandle,
|
||||
collider_handle: ColliderHandle,
|
||||
) {
|
||||
let rigid_body = wrapper.get_rigid_body(rigid_body_handle).unwrap().clone();
|
||||
let collider = wrapper.get_collider(collider_handle).unwrap().clone();
|
||||
let ship_content = res.ct.get_ship(ship_data.get_content());
|
||||
let ship_pos = rigid_body.translation();
|
||||
let ship_rot = rigid_body.rotation();
|
||||
|
@ -71,26 +80,26 @@ impl ShipCollapseSequence {
|
|||
// ^^ Don't miss events scheduled at the very start of the sequence!
|
||||
{
|
||||
for spawner in &event.effects {
|
||||
let effect = res.ct.get_effect(spawner.effect);
|
||||
|
||||
for _ in 0..spawner.count as usize {
|
||||
let pos: Vector2<f32> = if let Some(pos) = spawner.pos {
|
||||
Vector2::new(pos.x, pos.y)
|
||||
} else {
|
||||
self.random_in_ship(res.ct, ship_content, collider)
|
||||
self.random_in_ship(res.ct, ship_content, &collider)
|
||||
};
|
||||
let pos = ship_pos + (ship_rot * pos);
|
||||
|
||||
let velocity =
|
||||
rigid_body.velocity_at_point(&Point2::new(pos.x, pos.y));
|
||||
|
||||
res.particles.push(ParticleBuilder::from_content(
|
||||
effect,
|
||||
pos.into(),
|
||||
new.effects.push(PhysEffect::new(
|
||||
res.ct,
|
||||
wrapper,
|
||||
spawner.effect,
|
||||
pos,
|
||||
0.0,
|
||||
velocity,
|
||||
Vector2::new(0.0, 0.0),
|
||||
))
|
||||
));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -100,8 +109,6 @@ impl ShipCollapseSequence {
|
|||
|
||||
// Create collapse effects
|
||||
for spawner in &ship_content.collapse.effects {
|
||||
let effect = res.ct.get_effect(spawner.effect);
|
||||
|
||||
// Probability of adding a particle this frame.
|
||||
// The area of this function over [0, 1] should be 1.
|
||||
let pdf = |x: f32| {
|
||||
|
@ -121,23 +128,22 @@ impl ShipCollapseSequence {
|
|||
let pos = if let Some(pos) = spawner.pos {
|
||||
Vector2::new(pos.x, pos.y)
|
||||
} else {
|
||||
self.random_in_ship(res.ct, ship_content, collider)
|
||||
self.random_in_ship(res.ct, ship_content, &collider)
|
||||
};
|
||||
|
||||
// Position, adjusted for ship rotation
|
||||
let pos = ship_pos + (ship_rot * pos);
|
||||
let vel = rigid_body.velocity_at_point(&Point2::new(pos.x, pos.y));
|
||||
|
||||
res.particles.push(ParticleBuilder {
|
||||
sprite: effect.sprite,
|
||||
pos: pos.into(),
|
||||
velocity: vel,
|
||||
angle: 0.0,
|
||||
angvel: 0.0,
|
||||
lifetime: effect.lifetime,
|
||||
size: effect.size,
|
||||
fade: 0.0,
|
||||
});
|
||||
new.effects.push(PhysEffect::new(
|
||||
res.ct,
|
||||
wrapper,
|
||||
spawner.effect,
|
||||
pos,
|
||||
0.0,
|
||||
vel,
|
||||
Vector2::new(0.0, 0.0),
|
||||
));
|
||||
}
|
||||
}
|
||||
|
|
@ -1,19 +1,15 @@
|
|||
//! Various implementations of [`crate::ShipBehavior`]
|
||||
|
||||
pub(crate) mod autopilot;
|
||||
mod null;
|
||||
mod point;
|
||||
|
||||
use null::*;
|
||||
use point::PointShipController;
|
||||
|
||||
use rapier2d::{dynamics::RigidBodySet, geometry::ColliderHandle};
|
||||
use std::{collections::HashMap, fmt::Debug};
|
||||
use std::fmt::Debug;
|
||||
|
||||
use super::{
|
||||
objects::{PhysSimShip, ShipControls},
|
||||
PhysStepResources,
|
||||
};
|
||||
use super::ShipControls;
|
||||
use crate::phys::{PhysImage, PhysSimShipHandle, PhysStepResources};
|
||||
|
||||
/// Represents a ship controller
|
||||
#[derive(Debug, Clone)]
|
||||
|
@ -40,13 +36,12 @@ impl ShipController {
|
|||
pub fn update_controls(
|
||||
&mut self,
|
||||
res: &PhysStepResources,
|
||||
rigid_bodies: &RigidBodySet,
|
||||
ships: &HashMap<ColliderHandle, PhysSimShip>,
|
||||
this_ship: ColliderHandle,
|
||||
img: &PhysImage,
|
||||
this_ship: PhysSimShipHandle,
|
||||
) -> Option<ShipControls> {
|
||||
match self {
|
||||
Self::Null(n) => n.update_controls(res, rigid_bodies, ships, this_ship),
|
||||
Self::Point(p) => p.update_controls(res, rigid_bodies, ships, this_ship),
|
||||
Self::Null(n) => n.update_controls(res, img, this_ship),
|
||||
Self::Point(p) => p.update_controls(res, img, this_ship),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -61,8 +56,7 @@ where
|
|||
fn update_controls(
|
||||
&mut self,
|
||||
res: &PhysStepResources,
|
||||
rigid_bodies: &RigidBodySet,
|
||||
ships: &HashMap<ColliderHandle, PhysSimShip>,
|
||||
this_ship: ColliderHandle,
|
||||
img: &PhysImage,
|
||||
this_ship: PhysSimShipHandle,
|
||||
) -> Option<ShipControls>;
|
||||
}
|
|
@ -1,13 +1,5 @@
|
|||
use rapier2d::{dynamics::RigidBodySet, geometry::ColliderHandle};
|
||||
use std::collections::HashMap;
|
||||
|
||||
use super::{
|
||||
super::{
|
||||
objects::{PhysSimShip, ShipControls},
|
||||
PhysStepResources,
|
||||
},
|
||||
ShipControllerStruct,
|
||||
};
|
||||
use super::{ShipControllerStruct, ShipControls};
|
||||
use crate::phys::{PhysImage, PhysSimShipHandle, PhysStepResources};
|
||||
|
||||
/// The Null controller is assigned to objects that are static or not controlled by the computer.
|
||||
/// Most notably, the player's ship has a Null controller.
|
||||
|
@ -25,9 +17,8 @@ impl ShipControllerStruct for NullShipController {
|
|||
fn update_controls(
|
||||
&mut self,
|
||||
_res: &PhysStepResources,
|
||||
_rigid_bodies: &RigidBodySet,
|
||||
_ships: &HashMap<ColliderHandle, PhysSimShip>,
|
||||
_this_ship: ColliderHandle,
|
||||
_img: &PhysImage,
|
||||
_this_ship: PhysSimShipHandle,
|
||||
) -> Option<ShipControls> {
|
||||
None
|
||||
}
|
|
@ -1,19 +1,15 @@
|
|||
use galactica_content::Relationship;
|
||||
use galactica_util::clockwise_angle;
|
||||
use nalgebra::Vector2;
|
||||
use rapier2d::{dynamics::RigidBodySet, geometry::ColliderHandle};
|
||||
use std::collections::HashMap;
|
||||
|
||||
use crate::data::ShipState;
|
||||
|
||||
use super::{
|
||||
super::{
|
||||
objects::{PhysSimShip, ShipControls},
|
||||
PhysStepResources,
|
||||
},
|
||||
ShipControllerStruct,
|
||||
use crate::{
|
||||
data::ShipState,
|
||||
phys::{PhysImage, PhysSimShipHandle},
|
||||
};
|
||||
|
||||
use super::{ShipControllerStruct, ShipControls};
|
||||
use crate::phys::PhysStepResources;
|
||||
|
||||
/// "Point" ship controller.
|
||||
/// Point and shoot towards the nearest enemy.
|
||||
#[derive(Debug, Clone)]
|
||||
|
@ -30,43 +26,47 @@ impl ShipControllerStruct for PointShipController {
|
|||
fn update_controls(
|
||||
&mut self,
|
||||
res: &PhysStepResources,
|
||||
rigid_bodies: &RigidBodySet,
|
||||
ships: &HashMap<ColliderHandle, PhysSimShip>,
|
||||
this_ship: ColliderHandle,
|
||||
img: &PhysImage,
|
||||
this_ship: PhysSimShipHandle,
|
||||
) -> Option<ShipControls> {
|
||||
let mut controls = ShipControls::new();
|
||||
|
||||
let my_ship = ships.get(&this_ship).unwrap();
|
||||
let this_rigidbody = rigid_bodies.get(my_ship.rigid_body).unwrap();
|
||||
let my_ship = match img.get_ship(&this_ship) {
|
||||
None => return None,
|
||||
Some(s) => s,
|
||||
};
|
||||
|
||||
let this_rigidbody = &my_ship.rigidbody;
|
||||
let my_position = this_rigidbody.translation();
|
||||
let my_rotation = this_rigidbody.rotation();
|
||||
let my_angvel = this_rigidbody.angvel();
|
||||
let my_faction = res.ct.get_faction(my_ship.data.get_faction());
|
||||
let my_faction = res.ct.get_faction(my_ship.ship.data.get_faction());
|
||||
|
||||
// Iterate all possible targets
|
||||
let mut hostile_ships = ships
|
||||
.values()
|
||||
.filter(
|
||||
// Target only flying ships we're hostile towards
|
||||
|s| match my_faction.relationships.get(&s.data.get_faction()).unwrap() {
|
||||
Relationship::Hostile => match s.data.get_state() {
|
||||
ShipState::Flying { .. } => true,
|
||||
_ => false,
|
||||
},
|
||||
let mut hostile_ships = img.iter_ships().filter(
|
||||
// Target only flying ships we're hostile towards
|
||||
|s| match my_faction
|
||||
.relationships
|
||||
.get(&s.ship.data.get_faction())
|
||||
.unwrap()
|
||||
{
|
||||
Relationship::Hostile => match s.ship.data.get_state() {
|
||||
ShipState::Flying { .. } => true,
|
||||
_ => false,
|
||||
},
|
||||
)
|
||||
.map(|s| rigid_bodies.get(s.rigid_body).unwrap());
|
||||
_ => false,
|
||||
},
|
||||
);
|
||||
|
||||
// Find the closest target
|
||||
let mut closest_enemy_position = match hostile_ships.next() {
|
||||
Some(c) => c.translation(),
|
||||
Some(s) => s.rigidbody.translation(),
|
||||
None => return Some(controls), // Do nothing if no targets are available
|
||||
};
|
||||
|
||||
let mut d = (my_position - closest_enemy_position).magnitude();
|
||||
for r in hostile_ships {
|
||||
let p = r.translation();
|
||||
for s in hostile_ships {
|
||||
let p = s.rigidbody.translation();
|
||||
let new_d = (my_position - p).magnitude();
|
||||
if new_d < d {
|
||||
d = new_d;
|
|
@ -0,0 +1,27 @@
|
|||
/// A ship's controls
|
||||
#[derive(Debug, Clone)]
|
||||
pub struct ShipControls {
|
||||
/// True if turning left
|
||||
pub left: bool,
|
||||
|
||||
/// True if turning right
|
||||
pub right: bool,
|
||||
|
||||
/// True if foward thrust
|
||||
pub thrust: bool,
|
||||
|
||||
/// True if firing guns
|
||||
pub guns: bool,
|
||||
}
|
||||
|
||||
impl ShipControls {
|
||||
/// Create a new, empty ShipControls
|
||||
pub fn new() -> Self {
|
||||
ShipControls {
|
||||
left: false,
|
||||
right: false,
|
||||
thrust: false,
|
||||
guns: false,
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,8 @@
|
|||
mod autopilot;
|
||||
mod collapse;
|
||||
mod controller;
|
||||
mod controls;
|
||||
mod ship;
|
||||
|
||||
pub use controls::ShipControls;
|
||||
pub use ship::PhysShip;
|
|
@ -0,0 +1,543 @@
|
|||
use galactica_content::{
|
||||
AnimationState, Content, EnginePoint, FactionHandle, GunPoint, OutfitHandle,
|
||||
ProjectileCollider, ShipHandle, SpriteAutomaton,
|
||||
};
|
||||
use nalgebra::{vector, Point2, Rotation2, Vector2};
|
||||
use rand::Rng;
|
||||
use rapier2d::{
|
||||
dynamics::{RigidBodyBuilder, RigidBodyHandle},
|
||||
geometry::{ColliderBuilder, ColliderHandle, Group, InteractionGroups},
|
||||
pipeline::ActiveEvents,
|
||||
};
|
||||
|
||||
use super::{autopilot, collapse::ShipCollapseSequence, controller::ShipController, ShipControls};
|
||||
use crate::{
|
||||
data::{ShipAutoPilot, ShipData, ShipPersonality, ShipState},
|
||||
phys::{
|
||||
objects::{PhysEffect, PhysProjectile},
|
||||
physsim::NewObjects,
|
||||
PhysImage, PhysSimShipHandle, PhysStepResources, PhysWrapper,
|
||||
},
|
||||
};
|
||||
|
||||
/// A ship instance in the physics system
|
||||
#[derive(Debug, Clone)]
|
||||
pub struct PhysShip {
|
||||
/// This ship's physics handle
|
||||
pub rigid_body: RigidBodyHandle,
|
||||
|
||||
/// This ship's collider
|
||||
pub collider: ColliderHandle,
|
||||
|
||||
/// This ship's game data
|
||||
pub(crate) data: ShipData,
|
||||
|
||||
/// This ship's sprite animation state
|
||||
anim: SpriteAutomaton,
|
||||
|
||||
/// Animation state for each of this ship's engines
|
||||
engine_anim: Vec<(EnginePoint, SpriteAutomaton)>,
|
||||
|
||||
/// This ship's controls
|
||||
pub(crate) controls: ShipControls,
|
||||
|
||||
/// This ship's controls during the last frame
|
||||
last_controls: ShipControls,
|
||||
|
||||
/// This ship's collapse sequence
|
||||
collapse_sequence: Option<ShipCollapseSequence>,
|
||||
|
||||
/// This ship's controller
|
||||
controller: ShipController,
|
||||
|
||||
/// If true, this ship's collider has been destroyed,
|
||||
/// and this ship is waiting to be destroyed.
|
||||
///
|
||||
/// Note that this is NOT "in-game" destroyed,
|
||||
/// but rather "internal game logic" destroyed.
|
||||
/// In-game destroyed corresponds to the "Dead" state.
|
||||
is_destroyed: bool,
|
||||
}
|
||||
|
||||
impl PhysShip {
|
||||
/// Make a new ship
|
||||
pub(crate) fn new(
|
||||
ct: &Content,
|
||||
handle: ShipHandle,
|
||||
personality: ShipPersonality,
|
||||
faction: FactionHandle,
|
||||
rigid_body: RigidBodyHandle,
|
||||
collider: ColliderHandle,
|
||||
) -> Self {
|
||||
let ship_ct = ct.get_ship(handle);
|
||||
PhysShip {
|
||||
anim: SpriteAutomaton::new(ct, ship_ct.sprite),
|
||||
rigid_body,
|
||||
collider,
|
||||
data: ShipData::new(ct, handle, faction, personality),
|
||||
engine_anim: Vec::new(),
|
||||
controls: ShipControls::new(),
|
||||
last_controls: ShipControls::new(),
|
||||
collapse_sequence: Some(ShipCollapseSequence::new(ship_ct.collapse.length)),
|
||||
is_destroyed: false,
|
||||
controller: match personality {
|
||||
ShipPersonality::Dummy | ShipPersonality::Player => ShipController::new_null(),
|
||||
ShipPersonality::Point => ShipController::new_point(),
|
||||
},
|
||||
}
|
||||
}
|
||||
|
||||
/// Step this ship's state by t seconds
|
||||
pub(in crate::phys) fn step(
|
||||
&mut self,
|
||||
res: &mut PhysStepResources,
|
||||
img: &PhysImage,
|
||||
wrapper: &mut PhysWrapper,
|
||||
new: &mut NewObjects,
|
||||
) {
|
||||
if self.is_destroyed {
|
||||
return;
|
||||
}
|
||||
|
||||
self.data.step(res.t);
|
||||
self.anim.step(res.ct, res.t);
|
||||
|
||||
for (_, e) in &mut self.engine_anim {
|
||||
e.step(res.ct, res.t);
|
||||
}
|
||||
|
||||
// Flare animations
|
||||
if !self.controls.thrust && self.last_controls.thrust {
|
||||
let flare = self.get_flare(res.ct);
|
||||
if flare.is_some() {
|
||||
let flare_outfit = flare.unwrap();
|
||||
let flare = res.ct.get_outfit(flare_outfit);
|
||||
if flare.engine_flare_on_stop.is_some() {
|
||||
for (_, e) in &mut self.engine_anim {
|
||||
e.jump_to(res.ct, flare.engine_flare_on_stop.unwrap());
|
||||
}
|
||||
}
|
||||
};
|
||||
} else if self.controls.thrust && !self.last_controls.thrust {
|
||||
let flare = self.get_flare(res.ct);
|
||||
if flare.is_some() {
|
||||
let flare_outfit = flare.unwrap();
|
||||
let flare = res.ct.get_outfit(flare_outfit);
|
||||
if flare.engine_flare_on_start.is_some() {
|
||||
for (_, e) in &mut self.engine_anim {
|
||||
e.jump_to(res.ct, flare.engine_flare_on_start.unwrap());
|
||||
}
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
match self.data.get_state() {
|
||||
ShipState::Collapsing { .. } => {
|
||||
// Borrow checker hack, so we may pass self.data
|
||||
// to the collapse sequence
|
||||
let mut seq = self.collapse_sequence.take().unwrap();
|
||||
seq.step(
|
||||
res,
|
||||
wrapper,
|
||||
new,
|
||||
&self.data,
|
||||
self.rigid_body,
|
||||
self.collider,
|
||||
);
|
||||
self.collapse_sequence = Some(seq);
|
||||
|
||||
if self.collapse_sequence.as_ref().unwrap().is_done() {
|
||||
self.data.finish_collapse();
|
||||
}
|
||||
}
|
||||
ShipState::Flying { autopilot } => {
|
||||
// Compute new controls
|
||||
let controls = match autopilot {
|
||||
ShipAutoPilot::Landing { target } => {
|
||||
let target_obj = res.ct.get_system_object(*target);
|
||||
let controls = autopilot::auto_landing(
|
||||
res,
|
||||
img,
|
||||
PhysSimShipHandle(self.collider),
|
||||
Vector2::new(target_obj.pos.x, target_obj.pos.y),
|
||||
);
|
||||
|
||||
// Try to land the ship.
|
||||
// True if success, false if failure.
|
||||
// Failure implies no state changes.
|
||||
let landed = 'landed: {
|
||||
let r = wrapper.get_rigid_body(self.rigid_body).unwrap();
|
||||
|
||||
let t_pos = Vector2::new(target_obj.pos.x, target_obj.pos.y);
|
||||
let s_pos = Vector2::new(
|
||||
r.position().translation.x,
|
||||
r.position().translation.y,
|
||||
);
|
||||
|
||||
// TODO: deactivate collider when landing.
|
||||
// Can't just set_active(false), since we still need that collider's mass.
|
||||
|
||||
// We're in land range...
|
||||
if (t_pos - s_pos).magnitude() > target_obj.size / 2.0 {
|
||||
break 'landed false;
|
||||
}
|
||||
|
||||
// And we'll stay in land range long enough.
|
||||
if (t_pos - (s_pos + r.velocity_at_point(r.center_of_mass()) * 2.0))
|
||||
.magnitude() > target_obj.size / 2.0
|
||||
{
|
||||
break 'landed false;
|
||||
}
|
||||
|
||||
let collider = wrapper.get_collider_mut(self.collider).unwrap();
|
||||
collider.set_collision_groups(InteractionGroups::new(
|
||||
Group::GROUP_1,
|
||||
Group::empty(),
|
||||
));
|
||||
self.data.start_land_on(*target);
|
||||
break 'landed true;
|
||||
};
|
||||
|
||||
if landed {
|
||||
None
|
||||
} else {
|
||||
controls
|
||||
}
|
||||
}
|
||||
ShipAutoPilot::None => {
|
||||
self.controller
|
||||
.update_controls(res, img, PhysSimShipHandle(self.collider))
|
||||
}
|
||||
};
|
||||
|
||||
if let Some(controls) = controls {
|
||||
self.controls = controls;
|
||||
}
|
||||
|
||||
self.step_physics(res, wrapper);
|
||||
self.step_effects(res, wrapper, new);
|
||||
|
||||
// If we're firing, try to fire each gun
|
||||
if self.controls.guns {
|
||||
// TODO: don't allocate here. This is a hack to satisfy the borrow checker,
|
||||
// convert this to a refcell or do the replace dance.
|
||||
let pairs: Vec<(GunPoint, Option<OutfitHandle>)> = self
|
||||
.data
|
||||
.get_outfits()
|
||||
.iter_gun_points()
|
||||
.map(|(p, o)| (p.clone(), o.clone()))
|
||||
.collect();
|
||||
|
||||
for (gun_point, outfit) in pairs {
|
||||
if self.data.fire_gun(res.ct, &gun_point) {
|
||||
let outfit = outfit.unwrap();
|
||||
|
||||
let mut rng = rand::thread_rng();
|
||||
|
||||
let rigid_body = wrapper.get_rigid_body(self.rigid_body).unwrap();
|
||||
let ship_pos = rigid_body.translation();
|
||||
let ship_rot = rigid_body.rotation();
|
||||
let ship_ang = ship_rot.angle();
|
||||
let ship_vel =
|
||||
rigid_body.velocity_at_point(rigid_body.center_of_mass());
|
||||
|
||||
let pos = ship_pos + (ship_rot * gun_point.pos);
|
||||
|
||||
let outfit = res.ct.get_outfit(outfit);
|
||||
let outfit = outfit.gun.as_ref().unwrap();
|
||||
|
||||
let spread = rng.gen_range(
|
||||
-outfit.projectile.angle_rng..=outfit.projectile.angle_rng,
|
||||
);
|
||||
let vel = ship_vel
|
||||
+ (Rotation2::new(ship_ang + spread)
|
||||
* Vector2::new(
|
||||
outfit.projectile.speed
|
||||
+ rng.gen_range(
|
||||
-outfit.projectile.speed_rng
|
||||
..=outfit.projectile.speed_rng,
|
||||
),
|
||||
0.0,
|
||||
));
|
||||
|
||||
let rigid_body = RigidBodyBuilder::kinematic_velocity_based()
|
||||
.translation(pos)
|
||||
.rotation(ship_ang)
|
||||
.linvel(vel)
|
||||
.build();
|
||||
|
||||
let mut collider = match &outfit.projectile.collider {
|
||||
ProjectileCollider::Ball(b) => ColliderBuilder::ball(b.radius)
|
||||
.sensor(true)
|
||||
.active_events(ActiveEvents::COLLISION_EVENTS)
|
||||
.build(),
|
||||
};
|
||||
|
||||
collider.set_collision_groups(InteractionGroups::new(
|
||||
Group::GROUP_2,
|
||||
Group::GROUP_1,
|
||||
));
|
||||
|
||||
let rigid_body = wrapper.insert_rigid_body(rigid_body);
|
||||
let collider = wrapper.insert_collider(collider, rigid_body);
|
||||
|
||||
new.projectiles.push(PhysProjectile::new(
|
||||
res.ct,
|
||||
outfit.projectile.clone(),
|
||||
rigid_body,
|
||||
self.data.get_faction(),
|
||||
collider,
|
||||
));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
ShipState::UnLanding {
|
||||
to_position,
|
||||
current_z,
|
||||
from,
|
||||
} => {
|
||||
let from_obj = res.ct.get_system_object(*from);
|
||||
|
||||
let controls = autopilot::auto_landing(
|
||||
&res,
|
||||
img,
|
||||
PhysSimShipHandle(self.collider),
|
||||
Vector2::new(to_position.translation.x, to_position.translation.y),
|
||||
);
|
||||
let r = wrapper.get_rigid_body_mut(self.rigid_body).unwrap();
|
||||
let max_d = (Vector2::new(from_obj.pos.x, from_obj.pos.y)
|
||||
- Vector2::new(to_position.translation.x, to_position.translation.y))
|
||||
.magnitude();
|
||||
let now_d = (r.translation()
|
||||
- Vector2::new(to_position.translation.x, to_position.translation.y))
|
||||
.magnitude();
|
||||
let f = now_d / max_d;
|
||||
|
||||
let current_z = *current_z;
|
||||
let zdist = 1.0 - from_obj.pos.z;
|
||||
|
||||
if current_z <= 1.0 {
|
||||
// Finish unlanding ship
|
||||
self.data.finish_unland_to();
|
||||
wrapper
|
||||
.get_collider_mut(self.collider)
|
||||
.unwrap()
|
||||
.set_collision_groups(InteractionGroups::new(
|
||||
Group::GROUP_1,
|
||||
Group::GROUP_1 | Group::GROUP_2,
|
||||
));
|
||||
} else if current_z <= 1.5 {
|
||||
self.data
|
||||
.set_unlanding_z(1f32.max(current_z - (0.5 * res.t) / 0.5));
|
||||
self.controls = ShipControls::new();
|
||||
} else {
|
||||
self.data.set_unlanding_z(1.0 - zdist * f);
|
||||
|
||||
if let Some(controls) = controls {
|
||||
self.controls = controls;
|
||||
}
|
||||
self.step_physics(res, wrapper);
|
||||
};
|
||||
}
|
||||
|
||||
ShipState::Landing { target, current_z } => {
|
||||
let target_obj = res.ct.get_system_object(*target);
|
||||
let controls = autopilot::auto_landing(
|
||||
&res,
|
||||
img,
|
||||
PhysSimShipHandle(self.collider),
|
||||
Vector2::new(target_obj.pos.x, target_obj.pos.y),
|
||||
);
|
||||
|
||||
let current_z = *current_z;
|
||||
let zdist = target_obj.pos.z - 1.0;
|
||||
|
||||
if current_z >= target_obj.pos.z {
|
||||
// Finish landing ship
|
||||
self.data.finish_land_on();
|
||||
let r = wrapper.get_rigid_body_mut(self.rigid_body).unwrap();
|
||||
r.set_enabled(false);
|
||||
r.set_angvel(0.0, false);
|
||||
r.set_linvel(nalgebra::Vector2::new(0.0, 0.0), false);
|
||||
} else {
|
||||
self.data.set_landing_z(current_z + zdist * res.t / 2.0);
|
||||
|
||||
if let Some(controls) = controls {
|
||||
self.controls = controls;
|
||||
}
|
||||
self.step_physics(res, wrapper);
|
||||
};
|
||||
}
|
||||
|
||||
ShipState::Landed { .. } => {}
|
||||
|
||||
ShipState::Dead => {
|
||||
wrapper.remove_rigid_body(self.rigid_body);
|
||||
self.is_destroyed = true;
|
||||
}
|
||||
};
|
||||
|
||||
self.last_controls = self.controls.clone();
|
||||
}
|
||||
|
||||
/// Should this ship's data be removed?
|
||||
pub fn should_remove(&self) -> bool {
|
||||
self.is_destroyed
|
||||
}
|
||||
|
||||
/// Update this frame's physics
|
||||
fn step_physics(&mut self, res: &mut PhysStepResources, wrapper: &mut PhysWrapper) {
|
||||
let rigid_body = &mut wrapper.get_rigid_body_mut(self.rigid_body).unwrap();
|
||||
let ship_rot = rigid_body.rotation();
|
||||
let engine_force = ship_rot * (Vector2::new(1.0, 0.0) * res.t);
|
||||
|
||||
if self.controls.thrust {
|
||||
rigid_body.apply_impulse(
|
||||
vector![engine_force.x, engine_force.y]
|
||||
* self.data.get_outfits().get_engine_thrust(),
|
||||
true,
|
||||
);
|
||||
}
|
||||
|
||||
if self.controls.right {
|
||||
rigid_body.apply_torque_impulse(
|
||||
self.data.get_outfits().get_steer_power() * -100.0 * res.t,
|
||||
true,
|
||||
);
|
||||
}
|
||||
|
||||
if self.controls.left {
|
||||
rigid_body.apply_torque_impulse(
|
||||
self.data.get_outfits().get_steer_power() * 100.0 * res.t,
|
||||
true,
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
/// Spawn this frame's particles
|
||||
fn step_effects(
|
||||
&mut self,
|
||||
res: &mut PhysStepResources,
|
||||
wrapper: &mut PhysWrapper,
|
||||
new: &mut NewObjects,
|
||||
) {
|
||||
let rigid_body = wrapper.get_rigid_body(self.rigid_body).unwrap().clone();
|
||||
let collider = wrapper.get_collider(self.collider).unwrap().clone();
|
||||
|
||||
let ship_content = res.ct.get_ship(self.data.get_content());
|
||||
let ship_pos = rigid_body.translation();
|
||||
let ship_rot = rigid_body.rotation();
|
||||
let ship_ang = ship_rot.angle();
|
||||
let mut rng = rand::thread_rng();
|
||||
|
||||
if self.data.get_hull() <= ship_content.damage.hull {
|
||||
for e in &ship_content.damage.effects {
|
||||
if rng.gen_range(0.0..=1.0) <= res.t / e.frequency {
|
||||
let pos = if let Some(pos) = e.pos {
|
||||
Vector2::new(pos.x, pos.y)
|
||||
} else {
|
||||
// Pick a random point inside this ship's collider
|
||||
let mut y = 0.0;
|
||||
let mut x = 0.0;
|
||||
let mut a = false;
|
||||
while !a {
|
||||
x = rng.gen_range(-1.0..=1.0) * ship_content.size / 2.0;
|
||||
y = rng.gen_range(-1.0..=1.0)
|
||||
* ship_content.size * res.ct.get_sprite(ship_content.sprite).aspect
|
||||
/ 2.0;
|
||||
a = collider.shape().contains_local_point(&Point2::new(x, y));
|
||||
}
|
||||
Vector2::new(x, y)
|
||||
};
|
||||
|
||||
let pos = ship_pos + (Rotation2::new(ship_ang) * pos);
|
||||
let velocity = rigid_body.velocity_at_point(&Point2::new(pos.x, pos.y));
|
||||
|
||||
new.effects.push(PhysEffect::new(
|
||||
res.ct,
|
||||
wrapper,
|
||||
e.effect,
|
||||
pos.into(),
|
||||
0.0,
|
||||
velocity,
|
||||
Vector2::new(0.0, 0.0),
|
||||
));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Public mutable
|
||||
impl PhysShip {
|
||||
fn get_flare(&mut self, ct: &Content) -> Option<OutfitHandle> {
|
||||
// TODO: better way to pick flare sprite
|
||||
for (h, _) in self.data.get_outfits().iter_outfits() {
|
||||
let c = ct.get_outfit(*h);
|
||||
if c.engine_flare_sprite.is_some() {
|
||||
return Some(*h);
|
||||
}
|
||||
}
|
||||
return None;
|
||||
}
|
||||
|
||||
/// Re-create this ship's engine flare animations
|
||||
/// Should be called whenever we change outfits
|
||||
fn update_flares(&mut self, ct: &Content) {
|
||||
let flare_outfit = self.get_flare(ct);
|
||||
if flare_outfit.is_none() {
|
||||
self.engine_anim = Vec::new();
|
||||
return;
|
||||
}
|
||||
let flare = ct
|
||||
.get_outfit(flare_outfit.unwrap())
|
||||
.engine_flare_sprite
|
||||
.unwrap();
|
||||
|
||||
self.engine_anim = ct
|
||||
.get_ship(self.data.get_content())
|
||||
.engines
|
||||
.iter()
|
||||
.map(|e| (e.clone(), SpriteAutomaton::new(ct, flare)))
|
||||
.collect();
|
||||
}
|
||||
|
||||
/// Add one outfit to this ship
|
||||
pub fn add_outfit(&mut self, ct: &Content, o: OutfitHandle) {
|
||||
self.data.add_outfit(ct.get_outfit(o));
|
||||
self.update_flares(ct);
|
||||
}
|
||||
|
||||
/// Add many outfits to this ship
|
||||
pub fn add_outfits(&mut self, ct: &Content, outfits: impl IntoIterator<Item = OutfitHandle>) {
|
||||
for o in outfits {
|
||||
self.data.add_outfit(ct.get_outfit(o));
|
||||
}
|
||||
self.update_flares(ct);
|
||||
}
|
||||
}
|
||||
|
||||
/// Public immutable
|
||||
impl PhysShip {
|
||||
/// Get this ship's control state
|
||||
pub fn get_controls(&self) -> &ShipControls {
|
||||
&self.controls
|
||||
}
|
||||
|
||||
/// Get this ship's engine animations
|
||||
pub fn iter_engine_anim(&self) -> impl Iterator<Item = &(EnginePoint, SpriteAutomaton)> {
|
||||
self.engine_anim.iter()
|
||||
}
|
||||
|
||||
/// Get this ship's animation state
|
||||
pub fn get_anim_state(&self) -> AnimationState {
|
||||
self.anim.get_texture_idx()
|
||||
}
|
||||
|
||||
/// Get this ship's game data struct
|
||||
pub fn get_data(&self) -> &ShipData {
|
||||
&self.data
|
||||
}
|
||||
}
|
|
@ -0,0 +1,95 @@
|
|||
//! Provides a snapshot of one frame of a physics simulation
|
||||
|
||||
use std::collections::HashMap;
|
||||
|
||||
use super::{
|
||||
objects::{PhysEffect, PhysProjectile, PhysShip},
|
||||
PhysSimShipHandle,
|
||||
};
|
||||
use rapier2d::dynamics::RigidBody;
|
||||
|
||||
/// A snapshot of one frame of a physics simulation
|
||||
#[derive(Debug)]
|
||||
pub struct PhysImage {
|
||||
/// The ships in this frame
|
||||
pub(crate) ships: Vec<PhysShipImage>,
|
||||
|
||||
/// Map ship handles to indices in ships
|
||||
pub(crate) ship_map: HashMap<PhysSimShipHandle, usize>,
|
||||
|
||||
/// The projectiles in this frame
|
||||
pub(crate) projectiles: Vec<PhysProjectileImage>,
|
||||
|
||||
/// The effects in this frame
|
||||
pub(crate) effects: Vec<PhysEffectImage>,
|
||||
}
|
||||
|
||||
impl PhysImage {
|
||||
/// Create an empty simulation image
|
||||
pub fn new() -> Self {
|
||||
Self {
|
||||
ships: Vec::new(),
|
||||
projectiles: Vec::new(),
|
||||
ship_map: HashMap::new(),
|
||||
effects: Vec::new(),
|
||||
}
|
||||
}
|
||||
|
||||
/// Clear all buffers in this image
|
||||
pub fn clear(&mut self) {
|
||||
self.ship_map.clear();
|
||||
self.projectiles.clear();
|
||||
self.effects.clear();
|
||||
self.ships.clear();
|
||||
}
|
||||
|
||||
/// Iterate ships in this image
|
||||
pub fn iter_ships(&self) -> impl Iterator<Item = &PhysShipImage> {
|
||||
self.ships.iter()
|
||||
}
|
||||
|
||||
/// Get a ship by its handle
|
||||
pub fn get_ship(&self, handle: &PhysSimShipHandle) -> Option<&PhysShipImage> {
|
||||
self.ship_map.get(handle).map(|x| &self.ships[*x])
|
||||
}
|
||||
|
||||
/// Iterate projectiles in this image
|
||||
pub fn iter_projectiles(&self) -> impl Iterator<Item = &PhysProjectileImage> {
|
||||
self.projectiles.iter()
|
||||
}
|
||||
|
||||
/// Iterate effects in this image
|
||||
pub fn iter_effects(&self) -> impl Iterator<Item = &PhysEffectImage> {
|
||||
self.effects.iter()
|
||||
}
|
||||
}
|
||||
|
||||
/// A snapshot of a ship's state
|
||||
#[derive(Debug)]
|
||||
pub struct PhysShipImage {
|
||||
/// The ship's data
|
||||
pub ship: PhysShip,
|
||||
|
||||
/// The ship's rigidbody
|
||||
pub rigidbody: RigidBody,
|
||||
}
|
||||
|
||||
/// a snapshot of a projectile's state
|
||||
#[derive(Debug)]
|
||||
pub struct PhysProjectileImage {
|
||||
/// The projectile's data
|
||||
pub projectile: PhysProjectile,
|
||||
|
||||
/// The projectile's rigidbody
|
||||
pub rigidbody: RigidBody,
|
||||
}
|
||||
|
||||
/// a snapshot of a projectile's state
|
||||
#[derive(Debug)]
|
||||
pub struct PhysEffectImage {
|
||||
/// The effect's data
|
||||
pub effect: PhysEffect,
|
||||
|
||||
/// The effect's rigidbody
|
||||
pub rigidbody: RigidBody,
|
||||
}
|
|
@ -0,0 +1,372 @@
|
|||
use galactica_content::Relationship;
|
||||
use galactica_content::{Content, FactionHandle, ShipHandle, SystemHandle};
|
||||
use galactica_playeragent::PlayerAgent;
|
||||
use nalgebra::{Isometry2, Point2, Rotation2, Vector2};
|
||||
use rand::Rng;
|
||||
use rapier2d::{
|
||||
dynamics::RigidBodyBuilder,
|
||||
geometry::{ColliderHandle, Group, InteractionGroups},
|
||||
};
|
||||
use std::collections::HashMap;
|
||||
|
||||
use super::PhysEffectImage;
|
||||
use super::{
|
||||
objects::{PhysEffect, PhysProjectile, PhysShip},
|
||||
PhysImage, PhysProjectileImage, PhysShipImage, PhysStepResources, PhysWrapper,
|
||||
};
|
||||
use crate::data::{ShipAutoPilot, ShipPersonality, ShipState};
|
||||
|
||||
// TODO: replace with a more generic handle
|
||||
/// A handle for a ship in this simulation
|
||||
/// This lets other crates reference ships
|
||||
/// without including `rapier2d`.
|
||||
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
|
||||
pub struct PhysSimShipHandle(pub ColliderHandle);
|
||||
|
||||
pub(super) struct NewObjects {
|
||||
pub projectiles: Vec<PhysProjectile>,
|
||||
pub effects: Vec<PhysEffect>,
|
||||
}
|
||||
|
||||
/// A list of new objects to create this frame
|
||||
impl NewObjects {
|
||||
/// Create an empty NewObjects
|
||||
/// This should only be called once in each PhysSim
|
||||
pub fn new() -> Self {
|
||||
Self {
|
||||
projectiles: Vec::new(),
|
||||
effects: Vec::new(),
|
||||
}
|
||||
}
|
||||
|
||||
/// Clear all lists in this struct.
|
||||
/// Call after saving all new objects.
|
||||
pub fn clear(&mut self) {
|
||||
self.projectiles.clear();
|
||||
self.effects.clear();
|
||||
}
|
||||
}
|
||||
|
||||
/// Manages the physics state of one system
|
||||
pub struct PhysSim {
|
||||
/// The system this sim is attached to
|
||||
_system: SystemHandle,
|
||||
|
||||
wrapper: PhysWrapper,
|
||||
|
||||
new: NewObjects,
|
||||
|
||||
effects: Vec<PhysEffect>,
|
||||
projectiles: HashMap<ColliderHandle, PhysProjectile>,
|
||||
ships: HashMap<ColliderHandle, PhysShip>,
|
||||
}
|
||||
|
||||
// Private methods
|
||||
impl PhysSim {
|
||||
pub(super) fn start_unland_ship(&mut self, ct: &Content, collider: ColliderHandle) {
|
||||
let ship = self.ships.get_mut(&collider).unwrap();
|
||||
let obj = ship.data.get_state().landed_on().unwrap();
|
||||
let obj = ct.get_system_object(obj);
|
||||
|
||||
let mut rng = rand::thread_rng();
|
||||
let radius = rng.gen_range(500.0..=1500.0);
|
||||
let angle = rng.gen_range(0.0..std::f32::consts::TAU);
|
||||
let target_offset = Rotation2::new(angle) * Vector2::new(radius, 0.0);
|
||||
let target_trans = Vector2::new(obj.pos.x, obj.pos.y) + target_offset;
|
||||
let target_pos = Isometry2::new(target_trans, angle);
|
||||
|
||||
ship.data.start_unland_to(ct, target_pos);
|
||||
|
||||
let r = self.wrapper.get_rigid_body_mut(ship.rigid_body).unwrap();
|
||||
r.set_enabled(true);
|
||||
r.set_position(
|
||||
Isometry2::new(Vector2::new(obj.pos.x, obj.pos.y), angle),
|
||||
true,
|
||||
);
|
||||
}
|
||||
|
||||
pub(super) fn collide_projectile_ship(
|
||||
&mut self,
|
||||
res: &mut PhysStepResources,
|
||||
projectile_h: ColliderHandle,
|
||||
ship_h: ColliderHandle,
|
||||
) {
|
||||
let projectile = self.projectiles.get_mut(&projectile_h);
|
||||
let ship = self.ships.get_mut(&ship_h);
|
||||
if projectile.is_none() || ship.is_none() {
|
||||
return;
|
||||
}
|
||||
let projectile = projectile.unwrap();
|
||||
let ship = ship.unwrap();
|
||||
|
||||
let f = res.ct.get_faction(projectile.faction);
|
||||
let r = f.relationships.get(&ship.data.get_faction()).unwrap();
|
||||
let destory_projectile = match r {
|
||||
Relationship::Hostile => match ship.data.get_state() {
|
||||
ShipState::Flying { .. } => {
|
||||
ship.data.apply_damage(projectile.content.damage);
|
||||
true
|
||||
}
|
||||
ShipState::Collapsing { .. } => true,
|
||||
_ => false,
|
||||
},
|
||||
_ => false,
|
||||
};
|
||||
|
||||
if destory_projectile {
|
||||
let pr = self.wrapper.get_rigid_body(projectile.rigid_body).unwrap();
|
||||
let v =
|
||||
pr.velocity_at_point(pr.center_of_mass()).normalize() * projectile.content.force;
|
||||
let pos = *pr.translation();
|
||||
let _ = pr;
|
||||
|
||||
let r = self.wrapper.get_rigid_body_mut(ship.rigid_body).unwrap();
|
||||
r.apply_impulse_at_point(Vector2::new(v.x, v.y), Point2::new(pos.x, pos.y), true);
|
||||
|
||||
// Borrow again, we can only have one at a time
|
||||
let pr = self.wrapper.get_rigid_body(projectile.rigid_body).unwrap();
|
||||
let pos = *pr.translation();
|
||||
let angle = pr.rotation().angle();
|
||||
|
||||
match &projectile.content.impact_effect {
|
||||
None => {}
|
||||
Some(x) => {
|
||||
let r = ship.rigid_body;
|
||||
let sr = self.wrapper.get_rigid_body(r).unwrap();
|
||||
let parent_velocity = pr.velocity_at_point(pr.center_of_mass());
|
||||
let target_velocity =
|
||||
sr.velocity_at_point(&nalgebra::Point2::new(pos.x, pos.y));
|
||||
|
||||
self.effects.push(PhysEffect::new(
|
||||
res.ct,
|
||||
&mut self.wrapper,
|
||||
*x,
|
||||
pos,
|
||||
angle,
|
||||
parent_velocity,
|
||||
target_velocity,
|
||||
));
|
||||
}
|
||||
};
|
||||
|
||||
projectile.destroy_silent(res, &mut self.new, &mut self.wrapper);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Public methods
|
||||
impl PhysSim {
|
||||
/// Create a new physics system
|
||||
pub fn new(_ct: &Content, system: SystemHandle) -> Self {
|
||||
Self {
|
||||
_system: system,
|
||||
wrapper: PhysWrapper::new(),
|
||||
|
||||
new: NewObjects::new(),
|
||||
effects: Vec::new(),
|
||||
projectiles: HashMap::new(),
|
||||
ships: HashMap::new(),
|
||||
}
|
||||
}
|
||||
|
||||
/// Add a ship to this physics system
|
||||
pub fn add_ship(
|
||||
&mut self,
|
||||
ct: &Content,
|
||||
handle: ShipHandle,
|
||||
faction: FactionHandle,
|
||||
personality: ShipPersonality,
|
||||
position: Point2<f32>,
|
||||
) -> PhysSimShipHandle {
|
||||
let ship_content = ct.get_ship(handle);
|
||||
let mut cl = ship_content.collider.0.clone();
|
||||
// TODO: additonal ship mass from outfits and cargo
|
||||
|
||||
let rb = RigidBodyBuilder::dynamic()
|
||||
.angular_damping(ship_content.angular_drag)
|
||||
.linear_damping(ship_content.linear_drag)
|
||||
.translation(Vector2::new(position.x, position.y))
|
||||
.can_sleep(false);
|
||||
|
||||
cl.set_collision_groups(InteractionGroups::new(
|
||||
Group::GROUP_1,
|
||||
Group::GROUP_1 | Group::GROUP_2,
|
||||
));
|
||||
|
||||
let ridid_body = self.wrapper.insert_rigid_body(rb.build());
|
||||
let collider = self.wrapper.insert_collider(cl, ridid_body);
|
||||
|
||||
self.ships.insert(
|
||||
collider,
|
||||
PhysShip::new(ct, handle, personality, faction, ridid_body, collider),
|
||||
);
|
||||
|
||||
return PhysSimShipHandle(collider);
|
||||
}
|
||||
|
||||
/// Update a player ship's controls
|
||||
pub fn update_player_controls(&mut self, ct: &Content, player: &PlayerAgent) {
|
||||
if player.ship.is_none() {
|
||||
return;
|
||||
}
|
||||
let ship_object = self.ships.get_mut(&player.ship.unwrap());
|
||||
if let Some(ship_object) = ship_object {
|
||||
match ship_object.data.get_state() {
|
||||
ShipState::Landing { .. }
|
||||
| ShipState::UnLanding { .. }
|
||||
| ShipState::Collapsing { .. }
|
||||
| ShipState::Dead => {}
|
||||
|
||||
ShipState::Flying {
|
||||
autopilot: ShipAutoPilot::None,
|
||||
} => {
|
||||
ship_object.controls.guns = player.input.pressed_guns();
|
||||
ship_object.controls.left = player.input.pressed_left();
|
||||
ship_object.controls.right = player.input.pressed_right();
|
||||
ship_object.controls.thrust = player.input.pressed_thrust();
|
||||
|
||||
if player.input.pressed_land() {
|
||||
ship_object.data.set_autopilot(ShipAutoPilot::Landing {
|
||||
target: player.selection.get_planet().unwrap(),
|
||||
})
|
||||
}
|
||||
}
|
||||
|
||||
ShipState::Flying { .. } => {
|
||||
// Any input automatically releases autopilot
|
||||
if player.input.pressed_left()
|
||||
|| player.input.pressed_right()
|
||||
|| player.input.pressed_thrust()
|
||||
|| player.input.pressed_guns()
|
||||
{
|
||||
ship_object.data.set_autopilot(ShipAutoPilot::None);
|
||||
}
|
||||
}
|
||||
|
||||
ShipState::Landed { .. } => {
|
||||
if player.input.pressed_land() {
|
||||
self.start_unland_ship(ct, player.ship.unwrap());
|
||||
}
|
||||
}
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
/// Step this simulation by `t` seconds
|
||||
pub fn step(&mut self, mut res: PhysStepResources, img: &PhysImage) {
|
||||
res.timing.start_physics_sim();
|
||||
|
||||
// Update physics
|
||||
self.wrapper.step(res.t);
|
||||
|
||||
// Handle collision events
|
||||
while let Ok(event) = &self.wrapper.collision_queue.try_recv() {
|
||||
if event.started() {
|
||||
let a = event.collider1();
|
||||
let b = event.collider2();
|
||||
|
||||
// If projectiles are part of this collision, make sure
|
||||
// `a` is one of them.
|
||||
let (a, b) = if self.projectiles.contains_key(&b) {
|
||||
(b, a)
|
||||
} else {
|
||||
(a, b)
|
||||
};
|
||||
|
||||
let p = self.projectiles.get(&a);
|
||||
let s = self.ships.get_mut(&b);
|
||||
if p.is_none() || s.is_none() {
|
||||
continue;
|
||||
}
|
||||
self.collide_projectile_ship(&mut res, a, b);
|
||||
}
|
||||
}
|
||||
|
||||
// Step and garbage-collect projectiles
|
||||
self.projectiles.retain(|_, proj| {
|
||||
proj.step(&mut res, &mut self.new, &mut self.wrapper);
|
||||
!proj.should_remove()
|
||||
});
|
||||
|
||||
// Step and garbage-collect ships
|
||||
res.timing.start_physics_ships();
|
||||
self.ships.retain(|_, ship| {
|
||||
ship.step(&mut res, img, &mut self.wrapper, &mut self.new);
|
||||
!ship.should_remove()
|
||||
});
|
||||
res.timing.mark_physics_ships();
|
||||
|
||||
// Step and garbage-collect effects
|
||||
self.effects.retain_mut(|x| {
|
||||
x.step(&res, &mut self.wrapper);
|
||||
!x.is_destroyed()
|
||||
});
|
||||
|
||||
// Process new objects
|
||||
for p in self.new.projectiles.iter() {
|
||||
self.projectiles.insert(p.collider, p.clone());
|
||||
}
|
||||
for e in self.new.effects.iter() {
|
||||
self.effects.push(e.clone());
|
||||
}
|
||||
self.new.clear();
|
||||
|
||||
res.timing.mark_physics_sim();
|
||||
}
|
||||
|
||||
/// Update an image with the current simulation state
|
||||
pub fn update_image(&self, img: &mut PhysImage) {
|
||||
img.clear();
|
||||
|
||||
for s in self.ships.values() {
|
||||
img.ship_map
|
||||
.insert(PhysSimShipHandle(s.collider), img.ships.len());
|
||||
img.ships.push(PhysShipImage {
|
||||
ship: s.clone(),
|
||||
rigidbody: self.wrapper.get_rigid_body(s.rigid_body).unwrap().clone(),
|
||||
})
|
||||
}
|
||||
|
||||
for p in self.projectiles.values() {
|
||||
img.projectiles.push(PhysProjectileImage {
|
||||
projectile: p.clone(),
|
||||
rigidbody: self.wrapper.get_rigid_body(p.rigid_body).unwrap().clone(),
|
||||
})
|
||||
}
|
||||
|
||||
for e in self.effects.iter() {
|
||||
img.effects.push(PhysEffectImage {
|
||||
effect: e.clone(),
|
||||
rigidbody: self.wrapper.get_rigid_body(e.rigid_body).unwrap().clone(),
|
||||
})
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Public getters
|
||||
impl PhysSim {
|
||||
/// Get a ship physics object
|
||||
pub fn get_ship(&self, ship: &PhysSimShipHandle) -> Option<&PhysShip> {
|
||||
self.ships.get(&ship.0)
|
||||
}
|
||||
|
||||
/// Get a ship physics object
|
||||
pub fn get_ship_mut(&mut self, ship: &PhysSimShipHandle) -> Option<&mut PhysShip> {
|
||||
self.ships.get_mut(&ship.0)
|
||||
}
|
||||
|
||||
/// Iterate over all ships in this physics system
|
||||
pub fn iter_ships(&self) -> impl Iterator<Item = &PhysShip> + '_ {
|
||||
self.ships.values()
|
||||
}
|
||||
|
||||
/// Iterate over all ships in this physics system
|
||||
pub fn iter_projectiles(&self) -> impl Iterator<Item = &PhysProjectile> + '_ {
|
||||
self.projectiles.values()
|
||||
}
|
||||
|
||||
/// Iterate over all particles in this physics system
|
||||
pub fn iter_particles(&self) -> impl Iterator<Item = &PhysEffect> + '_ {
|
||||
self.effects.iter()
|
||||
}
|
||||
}
|
|
@ -0,0 +1,124 @@
|
|||
use crossbeam::channel::Receiver;
|
||||
use rapier2d::{
|
||||
dynamics::{
|
||||
CCDSolver, ImpulseJointSet, IntegrationParameters, IslandManager, MultibodyJointSet,
|
||||
RigidBody, RigidBodyHandle, RigidBodySet,
|
||||
},
|
||||
geometry::{BroadPhase, Collider, ColliderHandle, ColliderSet, CollisionEvent, NarrowPhase},
|
||||
na::vector,
|
||||
pipeline::{ChannelEventCollector, PhysicsPipeline},
|
||||
};
|
||||
|
||||
/// Wraps Rapier2d physics parameters
|
||||
pub struct PhysWrapper {
|
||||
ip: IntegrationParameters,
|
||||
pp: PhysicsPipeline,
|
||||
im: IslandManager,
|
||||
bp: BroadPhase,
|
||||
np: NarrowPhase,
|
||||
ij: ImpulseJointSet,
|
||||
mj: MultibodyJointSet,
|
||||
ccd: CCDSolver,
|
||||
|
||||
rigid_body_set: RigidBodySet,
|
||||
collider_set: ColliderSet,
|
||||
|
||||
collision_handler: ChannelEventCollector,
|
||||
|
||||
/// Collision event queue
|
||||
/// this should be emptied after every frame.
|
||||
pub collision_queue: Receiver<CollisionEvent>,
|
||||
}
|
||||
|
||||
impl PhysWrapper {
|
||||
/// Make a new physics wrapper
|
||||
pub fn new() -> Self {
|
||||
let (collision_send, collision_queue) = crossbeam::channel::unbounded();
|
||||
let (contact_force_send, _) = crossbeam::channel::unbounded();
|
||||
|
||||
Self {
|
||||
ip: IntegrationParameters::default(),
|
||||
pp: PhysicsPipeline::new(),
|
||||
im: IslandManager::new(),
|
||||
bp: BroadPhase::new(),
|
||||
np: NarrowPhase::new(),
|
||||
ij: ImpulseJointSet::new(),
|
||||
mj: MultibodyJointSet::new(),
|
||||
ccd: CCDSolver::new(),
|
||||
collision_queue,
|
||||
collision_handler: ChannelEventCollector::new(collision_send, contact_force_send),
|
||||
|
||||
rigid_body_set: RigidBodySet::new(),
|
||||
collider_set: ColliderSet::new(),
|
||||
}
|
||||
}
|
||||
|
||||
/// Step physics sim by `t` seconds
|
||||
pub fn step(&mut self, t: f32) {
|
||||
self.ip.dt = t;
|
||||
self.pp.step(
|
||||
&vector![0.0, 0.0],
|
||||
&self.ip,
|
||||
&mut self.im,
|
||||
&mut self.bp,
|
||||
&mut self.np,
|
||||
&mut self.rigid_body_set,
|
||||
&mut self.collider_set,
|
||||
&mut self.ij,
|
||||
&mut self.mj,
|
||||
&mut self.ccd,
|
||||
None,
|
||||
&(),
|
||||
&mut self.collision_handler,
|
||||
);
|
||||
}
|
||||
|
||||
/// Remove a rigid body and all its colliders from this physics wrapper
|
||||
pub fn remove_rigid_body(&mut self, body: RigidBodyHandle) -> Option<RigidBody> {
|
||||
return self.rigid_body_set.remove(
|
||||
body,
|
||||
&mut self.im,
|
||||
&mut self.collider_set,
|
||||
&mut self.ij,
|
||||
&mut self.mj,
|
||||
true,
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
impl PhysWrapper {
|
||||
/// Get a rigidbody from this physics wrapper
|
||||
pub fn get_rigid_body(&self, h: RigidBodyHandle) -> Option<&RigidBody> {
|
||||
self.rigid_body_set.get(h)
|
||||
}
|
||||
|
||||
/// Get a rigidbody from this physics wrapper, mutably
|
||||
pub fn get_rigid_body_mut(&mut self, h: RigidBodyHandle) -> Option<&mut RigidBody> {
|
||||
self.rigid_body_set.get_mut(h)
|
||||
}
|
||||
|
||||
/// Get a collider from this physics wrapper
|
||||
pub fn get_collider(&self, h: ColliderHandle) -> Option<&Collider> {
|
||||
self.collider_set.get(h)
|
||||
}
|
||||
|
||||
/// Get a collider from this physics wrapper, mutably
|
||||
pub fn get_collider_mut(&mut self, h: ColliderHandle) -> Option<&mut Collider> {
|
||||
self.collider_set.get_mut(h)
|
||||
}
|
||||
|
||||
/// Add a rigid body
|
||||
pub fn insert_rigid_body(&mut self, rb: RigidBody) -> RigidBodyHandle {
|
||||
self.rigid_body_set.insert(rb)
|
||||
}
|
||||
|
||||
/// Attach a collider to a rigid body
|
||||
pub fn insert_collider(
|
||||
&mut self,
|
||||
collider: Collider,
|
||||
parent_handle: RigidBodyHandle,
|
||||
) -> ColliderHandle {
|
||||
self.collider_set
|
||||
.insert_with_parent(collider, parent_handle, &mut self.rigid_body_set)
|
||||
}
|
||||
}
|
|
@ -1,4 +1,3 @@
|
|||
use super::{wrapper::Wrapper, ParticleBuilder};
|
||||
use galactica_content::Content;
|
||||
use galactica_util::timing::Timing;
|
||||
|
||||
|
@ -10,12 +9,6 @@ pub struct PhysStepResources<'a> {
|
|||
/// Length of time step
|
||||
pub t: f32,
|
||||
|
||||
/// Particles to create
|
||||
pub particles: &'a mut Vec<ParticleBuilder>,
|
||||
|
||||
/// Record detailed frame timing breakdown
|
||||
pub timing: &'a mut Timing,
|
||||
|
||||
/// Physics computer
|
||||
pub wrapper: &'a mut Wrapper,
|
||||
}
|
||||
|
|
|
@ -1,187 +0,0 @@
|
|||
use galactica_content::{Content, FactionHandle, ShipHandle, SystemHandle};
|
||||
use galactica_playeragent::PlayerAgent;
|
||||
use nalgebra::{Point2, Vector2};
|
||||
|
||||
use rapier2d::{
|
||||
dynamics::{RigidBody, RigidBodyBuilder, RigidBodyHandle, RigidBodySet},
|
||||
geometry::{ColliderHandle, ColliderSet, Group, InteractionGroups},
|
||||
};
|
||||
use std::collections::HashMap;
|
||||
|
||||
use crate::data::{ShipAutoPilot, ShipPersonality, ShipState};
|
||||
|
||||
use super::{
|
||||
controller::ShipController,
|
||||
objects::{PhysProjectile, PhysSimShip},
|
||||
};
|
||||
|
||||
// TODO: replace with a more generic handle
|
||||
/// A handle for a ship in this simulation
|
||||
/// This lets other crates reference ships
|
||||
/// without including `rapier2d`.
|
||||
pub struct PhysSimShipHandle(pub ColliderHandle);
|
||||
|
||||
/// Manages the physics state of one system
|
||||
#[derive(Clone)]
|
||||
pub struct PhysSim {
|
||||
/// The system this sim is attached to
|
||||
_system: SystemHandle,
|
||||
|
||||
rigid_body_set: RigidBodySet,
|
||||
collider_set: ColliderSet,
|
||||
|
||||
projectiles: HashMap<ColliderHandle, PhysProjectile>,
|
||||
ships: HashMap<ColliderHandle, PhysSimShip>,
|
||||
ship_behaviors: HashMap<ColliderHandle, ShipController>,
|
||||
}
|
||||
|
||||
mod step;
|
||||
mod steputil;
|
||||
|
||||
// Public methods
|
||||
impl PhysSim {
|
||||
/// Create a new physics system
|
||||
pub fn new(_ct: &Content, system: SystemHandle) -> Self {
|
||||
Self {
|
||||
_system: system,
|
||||
rigid_body_set: RigidBodySet::new(),
|
||||
collider_set: ColliderSet::new(),
|
||||
projectiles: HashMap::new(),
|
||||
ships: HashMap::new(),
|
||||
ship_behaviors: HashMap::new(),
|
||||
}
|
||||
}
|
||||
|
||||
/// Add a ship to this physics system
|
||||
pub fn add_ship(
|
||||
&mut self,
|
||||
ct: &Content,
|
||||
handle: ShipHandle,
|
||||
faction: FactionHandle,
|
||||
personality: ShipPersonality,
|
||||
position: Point2<f32>,
|
||||
) -> PhysSimShipHandle {
|
||||
let ship_content = ct.get_ship(handle);
|
||||
let mut cl = ship_content.collider.0.clone();
|
||||
// TODO: additonal ship mass from outfits and cargo
|
||||
|
||||
let rb = RigidBodyBuilder::dynamic()
|
||||
.angular_damping(ship_content.angular_drag)
|
||||
.linear_damping(ship_content.linear_drag)
|
||||
.translation(Vector2::new(position.x, position.y))
|
||||
.can_sleep(false);
|
||||
|
||||
cl.set_collision_groups(InteractionGroups::new(
|
||||
Group::GROUP_1,
|
||||
Group::GROUP_1 | Group::GROUP_2,
|
||||
));
|
||||
|
||||
let ridid_body = self.rigid_body_set.insert(rb.build());
|
||||
let collider =
|
||||
self.collider_set
|
||||
.insert_with_parent(cl, ridid_body, &mut self.rigid_body_set);
|
||||
|
||||
self.ship_behaviors.insert(
|
||||
collider,
|
||||
match personality {
|
||||
ShipPersonality::Dummy | ShipPersonality::Player => ShipController::new_null(),
|
||||
ShipPersonality::Point => ShipController::new_point(),
|
||||
},
|
||||
);
|
||||
|
||||
self.ships.insert(
|
||||
collider,
|
||||
PhysSimShip::new(ct, handle, personality, faction, ridid_body, collider),
|
||||
);
|
||||
|
||||
return PhysSimShipHandle(collider);
|
||||
}
|
||||
|
||||
/// Update a player ship's controls
|
||||
pub fn update_player_controls(&mut self, ct: &Content, player: &PlayerAgent) {
|
||||
if player.ship.is_none() {
|
||||
return;
|
||||
}
|
||||
let ship_object = self.ships.get_mut(&player.ship.unwrap());
|
||||
if let Some(ship_object) = ship_object {
|
||||
match ship_object.data.get_state() {
|
||||
ShipState::Landing { .. }
|
||||
| ShipState::UnLanding { .. }
|
||||
| ShipState::Collapsing { .. }
|
||||
| ShipState::Dead => {}
|
||||
|
||||
ShipState::Flying {
|
||||
autopilot: ShipAutoPilot::None,
|
||||
} => {
|
||||
ship_object.controls.guns = player.input.pressed_guns();
|
||||
ship_object.controls.left = player.input.pressed_left();
|
||||
ship_object.controls.right = player.input.pressed_right();
|
||||
ship_object.controls.thrust = player.input.pressed_thrust();
|
||||
|
||||
if player.input.pressed_land() {
|
||||
ship_object.data.set_autopilot(ShipAutoPilot::Landing {
|
||||
target: player.selection.get_planet().unwrap(),
|
||||
})
|
||||
}
|
||||
}
|
||||
|
||||
ShipState::Flying { .. } => {
|
||||
// Any input automatically releases autopilot
|
||||
if player.input.pressed_left()
|
||||
|| player.input.pressed_right()
|
||||
|| player.input.pressed_thrust()
|
||||
|| player.input.pressed_guns()
|
||||
{
|
||||
ship_object.data.set_autopilot(ShipAutoPilot::None);
|
||||
}
|
||||
}
|
||||
|
||||
ShipState::Landed { .. } => {
|
||||
if player.input.pressed_land() {
|
||||
self.start_unland_ship(ct, player.ship.unwrap());
|
||||
}
|
||||
}
|
||||
};
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Public getters
|
||||
impl PhysSim {
|
||||
/// Get a ship physics object
|
||||
pub fn get_ship(&self, ship: &PhysSimShipHandle) -> Option<&PhysSimShip> {
|
||||
self.ships.get(&ship.0)
|
||||
}
|
||||
|
||||
/// Get a ship physics object
|
||||
pub fn get_ship_mut(&mut self, ship: &PhysSimShipHandle) -> Option<&mut PhysSimShip> {
|
||||
self.ships.get_mut(&ship.0)
|
||||
}
|
||||
|
||||
/// Get a rigid body from a handle
|
||||
pub fn get_rigid_body(&self, r: RigidBodyHandle) -> Option<&RigidBody> {
|
||||
self.rigid_body_set.get(r)
|
||||
}
|
||||
|
||||
/// Get a rigid body from a handle
|
||||
pub fn get_rigid_body_mut(&mut self, r: RigidBodyHandle) -> Option<&mut RigidBody> {
|
||||
self.rigid_body_set.get_mut(r)
|
||||
}
|
||||
|
||||
/// Iterate over all ships in this physics system
|
||||
pub fn iter_ship_body(&self) -> impl Iterator<Item = (&PhysSimShip, &RigidBody)> + '_ {
|
||||
self.ships
|
||||
.values()
|
||||
.map(|x| (x, self.rigid_body_set.get(x.rigid_body).unwrap()))
|
||||
}
|
||||
|
||||
/// Iterate over all ships in this physics system
|
||||
pub fn iter_ships(&self) -> impl Iterator<Item = &PhysSimShip> + '_ {
|
||||
self.ships.values()
|
||||
}
|
||||
|
||||
/// Iterate over all ships in this physics system
|
||||
pub fn iter_projectiles(&self) -> impl Iterator<Item = &PhysProjectile> + '_ {
|
||||
self.projectiles.values()
|
||||
}
|
||||
}
|
|
@ -1,334 +0,0 @@
|
|||
use galactica_content::{GunPoint, OutfitHandle, ProjectileCollider};
|
||||
use nalgebra::{Rotation2, Vector2};
|
||||
use rand::Rng;
|
||||
use rapier2d::{
|
||||
dynamics::RigidBodyBuilder,
|
||||
geometry::{ColliderBuilder, Group, InteractionGroups},
|
||||
pipeline::ActiveEvents,
|
||||
};
|
||||
|
||||
use crate::{
|
||||
data::{ShipAutoPilot, ShipState},
|
||||
phys::{
|
||||
controller::autopilot,
|
||||
objects::{PhysProjectile, ShipControls},
|
||||
ParticleBuilder, PhysStepResources,
|
||||
},
|
||||
};
|
||||
|
||||
use super::PhysSim;
|
||||
|
||||
impl PhysSim {
|
||||
/// Run ship updates:
|
||||
/// - updates ship controls (runs behaviors)
|
||||
/// - applies ship controls
|
||||
/// - creates projectiles
|
||||
fn step_ships(&mut self, res: &mut PhysStepResources) {
|
||||
// We can't apply these right away since self is borrowed
|
||||
// by the iterator
|
||||
// TODO: don't allocate!
|
||||
let mut projectiles = Vec::new();
|
||||
let mut to_remove = Vec::new();
|
||||
// Again, borrow checker hack. TODO: fix
|
||||
let keys: Vec<_> = self.ships.keys().map(|c| *c).collect();
|
||||
for collider in keys {
|
||||
// Borrow immutably for now...
|
||||
// (required to compute controls)
|
||||
let ship = self.ships.get(&collider).unwrap();
|
||||
match ship.data.get_state() {
|
||||
ShipState::Dead => {
|
||||
to_remove.push(collider);
|
||||
}
|
||||
|
||||
ShipState::Landed { .. } | ShipState::Collapsing { .. } => {
|
||||
let ship = self.ships.get_mut(&collider).unwrap();
|
||||
ship.step(
|
||||
res,
|
||||
&mut self.rigid_body_set[ship.rigid_body],
|
||||
&mut self.collider_set[ship.collider],
|
||||
);
|
||||
}
|
||||
|
||||
ShipState::UnLanding {
|
||||
to_position,
|
||||
current_z,
|
||||
from,
|
||||
} => {
|
||||
let from_obj = res.ct.get_system_object(*from);
|
||||
let controls = autopilot::auto_landing(
|
||||
&res,
|
||||
&self.rigid_body_set,
|
||||
&self.ships,
|
||||
ship.collider,
|
||||
Vector2::new(to_position.translation.x, to_position.translation.y),
|
||||
);
|
||||
let r = &mut self.rigid_body_set[ship.rigid_body];
|
||||
let max_d = (Vector2::new(from_obj.pos.x, from_obj.pos.y)
|
||||
- Vector2::new(to_position.translation.x, to_position.translation.y))
|
||||
.magnitude();
|
||||
let now_d = (r.translation()
|
||||
- Vector2::new(to_position.translation.x, to_position.translation.y))
|
||||
.magnitude();
|
||||
let f = now_d / max_d;
|
||||
|
||||
let current_z = *current_z;
|
||||
let ship = self.ships.get_mut(&collider).unwrap();
|
||||
let zdist = 1.0 - from_obj.pos.z;
|
||||
|
||||
if current_z <= 1.0 {
|
||||
self.finish_unland_ship(collider);
|
||||
} else if current_z <= 1.5 {
|
||||
ship.data
|
||||
.set_unlanding_z(1f32.max(current_z - (0.5 * res.t) / 0.5));
|
||||
ship.controls = ShipControls::new();
|
||||
} else {
|
||||
ship.data.set_unlanding_z(1.0 - zdist * f);
|
||||
|
||||
if let Some(controls) = controls {
|
||||
ship.controls = controls;
|
||||
}
|
||||
ship.step(res, r, &mut self.collider_set[ship.collider])
|
||||
};
|
||||
}
|
||||
|
||||
ShipState::Landing { target, current_z } => {
|
||||
let target_obj = res.ct.get_system_object(*target);
|
||||
let controls = autopilot::auto_landing(
|
||||
&res,
|
||||
&self.rigid_body_set,
|
||||
&self.ships,
|
||||
ship.collider,
|
||||
Vector2::new(target_obj.pos.x, target_obj.pos.y),
|
||||
);
|
||||
|
||||
let current_z = *current_z;
|
||||
let ship = self.ships.get_mut(&collider).unwrap();
|
||||
let r = &mut self.rigid_body_set[ship.rigid_body];
|
||||
let zdist = target_obj.pos.z - 1.0;
|
||||
|
||||
if current_z >= target_obj.pos.z {
|
||||
self.finish_land_ship(collider);
|
||||
} else {
|
||||
ship.data.set_landing_z(current_z + zdist * res.t / 2.0);
|
||||
|
||||
if let Some(controls) = controls {
|
||||
ship.controls = controls;
|
||||
}
|
||||
ship.step(res, r, &mut self.collider_set[ship.collider])
|
||||
};
|
||||
}
|
||||
|
||||
ShipState::Flying { autopilot } => {
|
||||
// Compute new controls
|
||||
// This is why we borrow immutably first
|
||||
let controls = match autopilot {
|
||||
ShipAutoPilot::Landing {
|
||||
target: target_handle,
|
||||
} => {
|
||||
let target_obj = res.ct.get_system_object(*target_handle);
|
||||
let controls = autopilot::auto_landing(
|
||||
&res,
|
||||
&self.rigid_body_set,
|
||||
&self.ships,
|
||||
ship.collider,
|
||||
Vector2::new(target_obj.pos.x, target_obj.pos.y),
|
||||
);
|
||||
|
||||
let landed = self.try_land_ship(res.ct, collider, *target_handle);
|
||||
if landed {
|
||||
None
|
||||
} else {
|
||||
controls
|
||||
}
|
||||
}
|
||||
|
||||
ShipAutoPilot::None => {
|
||||
let b = self.ship_behaviors.get_mut(&collider).unwrap();
|
||||
b.update_controls(
|
||||
&res,
|
||||
&self.rigid_body_set,
|
||||
&self.ships,
|
||||
ship.collider,
|
||||
)
|
||||
}
|
||||
};
|
||||
|
||||
// Re-borrow mutably to apply changes
|
||||
let ship = self.ships.get_mut(&collider).unwrap();
|
||||
|
||||
if let Some(controls) = controls {
|
||||
ship.controls = controls;
|
||||
}
|
||||
ship.step(
|
||||
res,
|
||||
&mut self.rigid_body_set[ship.rigid_body],
|
||||
&mut self.collider_set[ship.collider],
|
||||
);
|
||||
|
||||
// If we're firing, try to fire each gun
|
||||
if ship.controls.guns {
|
||||
// TODO: don't allocate here. This is a hack to satisfy the borrow checker,
|
||||
// convert this to a refcell or do the replace dance.
|
||||
let pairs: Vec<(GunPoint, Option<OutfitHandle>)> = ship
|
||||
.data
|
||||
.get_outfits()
|
||||
.iter_gun_points()
|
||||
.map(|(p, o)| (p.clone(), o.clone()))
|
||||
.collect();
|
||||
|
||||
for (gun, outfit) in pairs {
|
||||
if ship.data.fire_gun(res.ct, &gun) {
|
||||
projectiles.push((ship.collider, gun.clone(), outfit.unwrap()));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Remove ships that don't exist
|
||||
for c in to_remove {
|
||||
self.remove_ship(res, c);
|
||||
}
|
||||
|
||||
// Create projectiles
|
||||
for (collider, gun_point, outfit) in projectiles {
|
||||
let mut rng = rand::thread_rng();
|
||||
|
||||
let ship = self.ships.get(&collider).unwrap();
|
||||
let rigid_body = self.get_rigid_body(ship.rigid_body).unwrap();
|
||||
let ship_pos = rigid_body.translation();
|
||||
let ship_rot = rigid_body.rotation();
|
||||
let ship_ang = ship_rot.angle();
|
||||
let ship_vel = rigid_body.velocity_at_point(rigid_body.center_of_mass());
|
||||
|
||||
let pos = ship_pos + (ship_rot * gun_point.pos);
|
||||
|
||||
let outfit = res.ct.get_outfit(outfit);
|
||||
let outfit = outfit.gun.as_ref().unwrap();
|
||||
|
||||
let spread = rng.gen_range(-outfit.projectile.angle_rng..=outfit.projectile.angle_rng);
|
||||
let vel = ship_vel
|
||||
+ (Rotation2::new(ship_ang + spread)
|
||||
* Vector2::new(
|
||||
outfit.projectile.speed
|
||||
+ rng.gen_range(
|
||||
-outfit.projectile.speed_rng..=outfit.projectile.speed_rng,
|
||||
),
|
||||
0.0,
|
||||
));
|
||||
|
||||
let rigid_body = RigidBodyBuilder::kinematic_velocity_based()
|
||||
.translation(pos)
|
||||
.rotation(ship_ang)
|
||||
.linvel(vel)
|
||||
.build();
|
||||
|
||||
let mut collider = match &outfit.projectile.collider {
|
||||
ProjectileCollider::Ball(b) => ColliderBuilder::ball(b.radius)
|
||||
.sensor(true)
|
||||
.active_events(ActiveEvents::COLLISION_EVENTS)
|
||||
.build(),
|
||||
};
|
||||
|
||||
collider.set_collision_groups(InteractionGroups::new(Group::GROUP_2, Group::GROUP_1));
|
||||
|
||||
let rigid_body = self.rigid_body_set.insert(rigid_body);
|
||||
let collider = self.collider_set.insert_with_parent(
|
||||
collider,
|
||||
rigid_body,
|
||||
&mut self.rigid_body_set,
|
||||
);
|
||||
|
||||
self.projectiles.insert(
|
||||
collider.clone(),
|
||||
PhysProjectile::new(
|
||||
res.ct,
|
||||
outfit.projectile.clone(),
|
||||
rigid_body,
|
||||
ship.data.get_faction(),
|
||||
collider,
|
||||
),
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
/// Step this physics system by `t` seconds
|
||||
pub fn step(&mut self, mut res: PhysStepResources) {
|
||||
res.timing.start_physics_ships();
|
||||
self.step_ships(&mut res);
|
||||
res.timing.mark_physics_ships();
|
||||
|
||||
res.timing.start_physics_sim();
|
||||
|
||||
// Update physics
|
||||
res.wrapper
|
||||
.step(res.t, &mut self.rigid_body_set, &mut self.collider_set);
|
||||
|
||||
// Handle collision events
|
||||
while let Ok(event) = &res.wrapper.collision_queue.try_recv() {
|
||||
if event.started() {
|
||||
let a = event.collider1();
|
||||
let b = event.collider2();
|
||||
|
||||
// If projectiles are part of this collision, make sure
|
||||
// `a` is one of them.
|
||||
let (a, b) = if self.projectiles.contains_key(&b) {
|
||||
(b, a)
|
||||
} else {
|
||||
(a, b)
|
||||
};
|
||||
|
||||
let p = self.projectiles.get(&a);
|
||||
let s = self.ships.get_mut(&b);
|
||||
if p.is_none() || s.is_none() {
|
||||
continue;
|
||||
}
|
||||
self.collide_projectile_ship(&mut res, a, b);
|
||||
}
|
||||
}
|
||||
|
||||
// Delete projectiles
|
||||
let mut to_remove = Vec::new();
|
||||
for (c, p) in &mut self.projectiles {
|
||||
p.tick(res.ct, res.t);
|
||||
if p.is_expired() {
|
||||
to_remove.push(*c);
|
||||
}
|
||||
}
|
||||
|
||||
let mut rng = rand::thread_rng();
|
||||
for c in to_remove {
|
||||
let (pr, p) = self.remove_projectile(&mut res, c).unwrap();
|
||||
|
||||
match &p.content.expire_effect {
|
||||
None => {}
|
||||
Some(x) => {
|
||||
let x = res.ct.get_effect(*x);
|
||||
let pos = *pr.translation();
|
||||
let vel = pr.velocity_at_point(pr.center_of_mass());
|
||||
let angle = pr.rotation().angle();
|
||||
|
||||
let velocity = {
|
||||
let a = rng
|
||||
.gen_range(-x.velocity_scale_parent_rng..=x.velocity_scale_parent_rng);
|
||||
|
||||
let velocity = (x.velocity_scale_parent + a) * vel;
|
||||
|
||||
velocity
|
||||
};
|
||||
|
||||
res.particles.push(ParticleBuilder::from_content(
|
||||
x,
|
||||
pos.into(),
|
||||
-angle,
|
||||
velocity,
|
||||
Vector2::new(0.0, 0.0),
|
||||
));
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
res.timing.mark_physics_sim();
|
||||
}
|
||||
}
|
|
@ -1,212 +0,0 @@
|
|||
use galactica_content::{Content, Relationship, SystemObjectHandle};
|
||||
use nalgebra::{Isometry2, Point2, Rotation2, Vector2};
|
||||
use rand::Rng;
|
||||
use rapier2d::{
|
||||
dynamics::RigidBody,
|
||||
geometry::{ColliderHandle, Group, InteractionGroups},
|
||||
};
|
||||
|
||||
use crate::{
|
||||
data::ShipState,
|
||||
phys::{objects::PhysProjectile, ParticleBuilder, PhysStepResources},
|
||||
};
|
||||
|
||||
use super::PhysSim;
|
||||
|
||||
// Private methods
|
||||
impl PhysSim {
|
||||
pub(super) fn remove_projectile(
|
||||
&mut self,
|
||||
res: &mut PhysStepResources,
|
||||
c: ColliderHandle,
|
||||
) -> Option<(RigidBody, PhysProjectile)> {
|
||||
let p = match self.projectiles.remove(&c) {
|
||||
Some(p) => p,
|
||||
None => return None,
|
||||
};
|
||||
let r = self
|
||||
.rigid_body_set
|
||||
.remove(
|
||||
p.rigid_body,
|
||||
&mut res.wrapper.im,
|
||||
&mut self.collider_set,
|
||||
&mut res.wrapper.ij,
|
||||
&mut res.wrapper.mj,
|
||||
true,
|
||||
)
|
||||
.unwrap();
|
||||
|
||||
return Some((r, p));
|
||||
}
|
||||
|
||||
/// Try to land the given ship on the given planet.
|
||||
/// State changes on success, and nothing happens on failure.
|
||||
/// returns `true` if landing was successful.
|
||||
pub(super) fn try_land_ship(
|
||||
&mut self,
|
||||
ct: &Content,
|
||||
collider: ColliderHandle,
|
||||
target_handle: SystemObjectHandle,
|
||||
) -> bool {
|
||||
let ship = self.ships.get_mut(&collider).unwrap();
|
||||
let r = self.rigid_body_set.get(ship.rigid_body).unwrap();
|
||||
|
||||
let target = ct.get_system_object(target_handle);
|
||||
let t_pos = Vector2::new(target.pos.x, target.pos.y);
|
||||
let s_pos = Vector2::new(r.position().translation.x, r.position().translation.y);
|
||||
|
||||
// TODO: deactivate collider when landing.
|
||||
// Can't just set_active(false), since we still need that collider's mass.
|
||||
|
||||
// We're in land range...
|
||||
if (t_pos - s_pos).magnitude() > target.size / 2.0 {
|
||||
return false;
|
||||
}
|
||||
|
||||
// And we'll stay in land range long enough.
|
||||
if (t_pos - (s_pos + r.velocity_at_point(r.center_of_mass()) * 2.0)).magnitude()
|
||||
> target.size / 2.0
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
let collider = self.collider_set.get_mut(collider).unwrap();
|
||||
collider.set_collision_groups(InteractionGroups::new(Group::GROUP_1, Group::empty()));
|
||||
ship.data.start_land_on(target_handle);
|
||||
return true;
|
||||
}
|
||||
|
||||
/// Finish landing this ship on a planet.
|
||||
/// Called after the landing animation finishes.
|
||||
pub(super) fn finish_land_ship(&mut self, collider: ColliderHandle) {
|
||||
let ship = self.ships.get_mut(&collider).unwrap();
|
||||
ship.data.finish_land_on();
|
||||
let r = self.rigid_body_set.get_mut(ship.rigid_body).unwrap();
|
||||
r.set_enabled(false);
|
||||
r.set_angvel(0.0, false);
|
||||
r.set_linvel(nalgebra::Vector2::new(0.0, 0.0), false);
|
||||
}
|
||||
|
||||
pub(super) fn start_unland_ship(&mut self, ct: &Content, collider: ColliderHandle) {
|
||||
let ship = self.ships.get_mut(&collider).unwrap();
|
||||
let obj = ship.data.get_state().landed_on().unwrap();
|
||||
let obj = ct.get_system_object(obj);
|
||||
|
||||
let mut rng = rand::thread_rng();
|
||||
let radius = rng.gen_range(500.0..=1500.0);
|
||||
let angle = rng.gen_range(0.0..std::f32::consts::TAU);
|
||||
let target_offset = Rotation2::new(angle) * Vector2::new(radius, 0.0);
|
||||
let target_trans = Vector2::new(obj.pos.x, obj.pos.y) + target_offset;
|
||||
let target_pos = Isometry2::new(target_trans, angle);
|
||||
|
||||
ship.data.start_unland_to(ct, target_pos);
|
||||
|
||||
let r = self.rigid_body_set.get_mut(ship.rigid_body).unwrap();
|
||||
r.set_enabled(true);
|
||||
r.set_position(
|
||||
Isometry2::new(Vector2::new(obj.pos.x, obj.pos.y), angle),
|
||||
true,
|
||||
);
|
||||
}
|
||||
|
||||
pub(super) fn finish_unland_ship(&mut self, collider: ColliderHandle) {
|
||||
let ship = self.ships.get_mut(&collider).unwrap();
|
||||
ship.data.finish_unland_to();
|
||||
self.collider_set
|
||||
.get_mut(ship.collider)
|
||||
.unwrap()
|
||||
.set_collision_groups(InteractionGroups::new(
|
||||
Group::GROUP_1,
|
||||
Group::GROUP_1 | Group::GROUP_2,
|
||||
));
|
||||
}
|
||||
|
||||
pub(super) fn remove_ship(
|
||||
&mut self,
|
||||
res: &mut PhysStepResources,
|
||||
colliderhandle: ColliderHandle,
|
||||
) {
|
||||
let ship = match self.ships.get(&colliderhandle) {
|
||||
None => return,
|
||||
Some(s) => s,
|
||||
};
|
||||
|
||||
self.rigid_body_set.remove(
|
||||
ship.rigid_body,
|
||||
&mut res.wrapper.im,
|
||||
&mut self.collider_set,
|
||||
&mut res.wrapper.ij,
|
||||
&mut res.wrapper.mj,
|
||||
true,
|
||||
);
|
||||
self.ships.remove(&colliderhandle).unwrap();
|
||||
self.ship_behaviors.remove(&colliderhandle);
|
||||
}
|
||||
|
||||
pub(super) fn collide_projectile_ship(
|
||||
&mut self,
|
||||
res: &mut PhysStepResources,
|
||||
projectile_h: ColliderHandle,
|
||||
ship_h: ColliderHandle,
|
||||
) {
|
||||
let projectile = self.projectiles.get(&projectile_h);
|
||||
let ship = self.ships.get_mut(&ship_h);
|
||||
if projectile.is_none() || ship.is_none() {
|
||||
return;
|
||||
}
|
||||
let projectile = projectile.unwrap();
|
||||
let ship = ship.unwrap();
|
||||
|
||||
let f = res.ct.get_faction(projectile.faction);
|
||||
let r = f.relationships.get(&ship.data.get_faction()).unwrap();
|
||||
let destory_projectile = match r {
|
||||
Relationship::Hostile => match ship.data.get_state() {
|
||||
ShipState::Flying { .. } => {
|
||||
ship.data.apply_damage(projectile.content.damage);
|
||||
true
|
||||
}
|
||||
ShipState::Collapsing { .. } => true,
|
||||
_ => false,
|
||||
},
|
||||
_ => false,
|
||||
};
|
||||
|
||||
if destory_projectile {
|
||||
let pr = self.rigid_body_set.get(projectile.rigid_body).unwrap();
|
||||
let v =
|
||||
pr.velocity_at_point(pr.center_of_mass()).normalize() * projectile.content.force;
|
||||
let pos = *pr.translation();
|
||||
let _ = pr;
|
||||
|
||||
let r = self.rigid_body_set.get_mut(ship.rigid_body).unwrap();
|
||||
r.apply_impulse_at_point(Vector2::new(v.x, v.y), Point2::new(pos.x, pos.y), true);
|
||||
|
||||
// Borrow again, we can only have one at a time
|
||||
let pr = self.rigid_body_set.get(projectile.rigid_body).unwrap();
|
||||
let pos = *pr.translation();
|
||||
let angle = pr.rotation().angle();
|
||||
|
||||
match &projectile.content.impact_effect {
|
||||
None => {}
|
||||
Some(x) => {
|
||||
let effect = res.ct.get_effect(*x);
|
||||
let r = ship.rigid_body;
|
||||
let sr = self.get_rigid_body(r).unwrap();
|
||||
let parent_velocity = pr.velocity_at_point(pr.center_of_mass());
|
||||
let target_velocity =
|
||||
sr.velocity_at_point(&nalgebra::Point2::new(pos.x, pos.y));
|
||||
|
||||
res.particles.push(ParticleBuilder::from_content(
|
||||
effect,
|
||||
pos.into(),
|
||||
-angle,
|
||||
parent_velocity,
|
||||
target_velocity,
|
||||
));
|
||||
}
|
||||
};
|
||||
|
||||
self.remove_projectile(res, projectile.collider);
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,74 +0,0 @@
|
|||
use crossbeam::channel::Receiver;
|
||||
use rapier2d::{
|
||||
dynamics::{
|
||||
CCDSolver, ImpulseJointSet, IntegrationParameters, IslandManager, MultibodyJointSet,
|
||||
RigidBodySet,
|
||||
},
|
||||
geometry::{BroadPhase, ColliderSet, CollisionEvent, NarrowPhase},
|
||||
na::vector,
|
||||
pipeline::{ChannelEventCollector, PhysicsPipeline},
|
||||
};
|
||||
|
||||
/// Wraps Rapier2d physics parameters
|
||||
pub struct Wrapper {
|
||||
pub(crate) ip: IntegrationParameters,
|
||||
pub(crate) pp: PhysicsPipeline,
|
||||
pub(crate) im: IslandManager,
|
||||
pub(crate) bp: BroadPhase,
|
||||
pub(crate) np: NarrowPhase,
|
||||
pub(crate) ij: ImpulseJointSet,
|
||||
pub(crate) mj: MultibodyJointSet,
|
||||
pub(crate) ccd: CCDSolver,
|
||||
|
||||
collision_handler: ChannelEventCollector,
|
||||
|
||||
/// Collision event queue
|
||||
/// this should be emptied after every frame.
|
||||
pub collision_queue: Receiver<CollisionEvent>,
|
||||
}
|
||||
|
||||
impl Wrapper {
|
||||
/// Make a new physics wrapper
|
||||
pub fn new() -> Self {
|
||||
let (collision_send, collision_queue) = crossbeam::channel::unbounded();
|
||||
let (contact_force_send, _) = crossbeam::channel::unbounded();
|
||||
|
||||
Self {
|
||||
ip: IntegrationParameters::default(),
|
||||
pp: PhysicsPipeline::new(),
|
||||
im: IslandManager::new(),
|
||||
bp: BroadPhase::new(),
|
||||
np: NarrowPhase::new(),
|
||||
ij: ImpulseJointSet::new(),
|
||||
mj: MultibodyJointSet::new(),
|
||||
ccd: CCDSolver::new(),
|
||||
collision_queue,
|
||||
collision_handler: ChannelEventCollector::new(collision_send, contact_force_send),
|
||||
}
|
||||
}
|
||||
|
||||
/// Step physics sim by `t` seconds
|
||||
pub fn step(
|
||||
&mut self,
|
||||
t: f32,
|
||||
rigid_body_set: &mut RigidBodySet,
|
||||
collider_set: &mut ColliderSet,
|
||||
) {
|
||||
self.ip.dt = t;
|
||||
self.pp.step(
|
||||
&vector![0.0, 0.0],
|
||||
&self.ip,
|
||||
&mut self.im,
|
||||
&mut self.bp,
|
||||
&mut self.np,
|
||||
rigid_body_set,
|
||||
collider_set,
|
||||
&mut self.ij,
|
||||
&mut self.mj,
|
||||
&mut self.ccd,
|
||||
None,
|
||||
&(),
|
||||
&mut self.collision_handler,
|
||||
);
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue