Improved particles
parent
a9e9b6a8ba
commit
a892e4e763
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@ -1,6 +1,6 @@
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[package]
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name = "galactica-behavior"
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description = "AI behaviors for Galaictica"
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description = "AI behaviors for Galactica"
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categories = { workspace = true }
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keywords = { workspace = true }
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version = { workspace = true }
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@ -26,7 +26,7 @@ impl ShipBehavior for Point {
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s.controls.guns = false;
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s.controls.thrust = false;
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let (my_s, my_r) = physics.get_ship_body(&self.handle).unwrap();
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let (my_s, my_r) = physics.get_ship_body(self.handle).unwrap();
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let my_position = util::rigidbody_position(my_r);
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let my_rotation = util::rigidbody_rotation(my_r);
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let my_angvel = my_r.angvel();
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@ -10,29 +10,26 @@ use galactica_behavior::{behavior, ShipBehavior};
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use galactica_constants;
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use galactica_content as content;
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use galactica_gameobject as object;
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use galactica_render::{ObjectSprite, ParticleBuilder, UiSprite};
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use galactica_render::{FrameState, ObjectSprite, ParticleBuilder, UiSprite};
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use galactica_ui as ui;
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use galactica_world::{util, ShipPhysicsHandle, World};
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pub struct Game {
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pub input: InputStatus,
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pub last_update: Instant,
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pub player: ShipPhysicsHandle,
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input: InputStatus,
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last_update: Instant,
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player: ShipPhysicsHandle,
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paused: bool,
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pub time_scale: f32,
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time_scale: f32,
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start_instant: Instant,
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camera: Camera,
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system: object::System,
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shipbehaviors: Vec<Box<dyn ShipBehavior>>,
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playerbehavior: behavior::Player,
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content: content::Content,
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pub system: object::System,
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pub camera: Camera,
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world: World,
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pub start_instant: Instant,
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// TODO: clean this up
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pub new_particles: Vec<ParticleBuilder>,
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new_particles: Vec<ParticleBuilder>,
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}
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impl Game {
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@ -112,6 +109,10 @@ impl Game {
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}
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}
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pub fn set_camera_aspect(&mut self, v: f32) {
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self.camera.aspect = v
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}
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pub fn process_key(&mut self, state: &ElementState, key: &VirtualKeyCode) {
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self.input.process_key(state, key)
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}
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@ -173,6 +174,17 @@ impl Game {
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self.last_update = Instant::now();
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}
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pub fn get_frame_state(&mut self) -> FrameState {
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FrameState {
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camera_pos: self.camera.pos,
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camera_zoom: self.camera.zoom,
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object_sprites: self.get_object_sprites(),
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ui_sprites: self.get_ui_sprites(),
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new_particles: &mut self.new_particles,
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current_time: self.start_instant.elapsed().as_secs_f32(),
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}
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}
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pub fn get_object_sprites(&self) -> Vec<ObjectSprite> {
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let mut sprites: Vec<ObjectSprite> = Vec::new();
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@ -195,7 +207,7 @@ impl Game {
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pub fn get_ui_sprites(&self) -> Vec<UiSprite> {
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return ui::build_radar(
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&self.content,
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&self.player,
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self.player,
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&self.world,
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&self.system,
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self.camera.zoom,
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@ -27,22 +27,12 @@ fn main() -> Result<()> {
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let mut game = game::Game::new(content);
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gpu.update_starfield_buffer();
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game.camera.aspect = gpu.window_size.width as f32 / gpu.window_size.height as f32;
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game.set_camera_aspect(gpu.window_size.width as f32 / gpu.window_size.height as f32);
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event_loop.run(move |event, _, control_flow| {
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match event {
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Event::RedrawRequested(window_id) if window_id == gpu.window().id() => {
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match gpu.render(
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game.camera.pos,
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game.camera.zoom,
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&game.get_object_sprites(),
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&game.get_ui_sprites(),
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// TODO: clean this up, single game data struct
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// Game in another crate?
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// Shipbehavior needs game state too...
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&mut game.new_particles,
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game.start_instant,
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) {
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match gpu.render(game.get_frame_state()) {
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Ok(_) => {}
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Err(wgpu::SurfaceError::Lost) => gpu.resize(),
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Err(wgpu::SurfaceError::OutOfMemory) => *control_flow = ControlFlow::Exit,
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@ -81,13 +71,15 @@ fn main() -> Result<()> {
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}
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WindowEvent::Resized(_) => {
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gpu.resize();
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game.camera.aspect =
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gpu.window_size.width as f32 / gpu.window_size.height as f32;
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game.set_camera_aspect(
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gpu.window_size.width as f32 / gpu.window_size.height as f32,
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);
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}
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WindowEvent::ScaleFactorChanged { .. } => {
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gpu.resize();
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game.camera.aspect =
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gpu.window_size.width as f32 / gpu.window_size.height as f32;
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game.set_camera_aspect(
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gpu.window_size.width as f32 / gpu.window_size.height as f32,
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);
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}
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_ => {}
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},
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@ -72,8 +72,7 @@ impl OutfitStatSum {
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#[derive(Debug)]
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pub struct OutfitSet {
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/// The total sum of the stats this set of outfits provides
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/// TODO: this shouldn't be pub
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pub stats: OutfitStatSum,
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stats: OutfitStatSum,
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//pub total_space: content::OutfitSpace,
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available_space: content::OutfitSpace,
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@ -110,6 +109,10 @@ impl<'a> OutfitSet {
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}
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}
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pub fn stat_sum(&self) -> &OutfitStatSum {
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&self.stats
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}
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/// Add an outfit to this ship.
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/// Returns true on success, and false on failure
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/// TODO: failure reason enum
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@ -1,8 +1,12 @@
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struct InstanceInput {
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@location(2) position: vec3<f32>,
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@location(3) size: f32,
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@location(4) expires: f32,
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@location(5) texture_index: u32,
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@location(2) position: vec2<f32>,
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@location(3) velocity: vec2<f32>,
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@location(4) rotation_0: vec2<f32>,
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@location(5) rotation_1: vec2<f32>,
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@location(6) size: f32,
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@location(7) created: f32,
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@location(8) expires: f32,
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@location(9) texture_index: u32,
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};
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struct VertexInput {
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@ -55,6 +59,9 @@ fn vertex_main(
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return out;
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}
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let age = instance.created - global.current_time.x;
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let rotation = mat2x2(instance.rotation_0, instance.rotation_1);
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var scale: f32 = instance.size / global.camera_zoom.x;
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var pos: vec2<f32> = vec2(vertex.position.x, vertex.position.y);
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@ -62,14 +69,20 @@ fn vertex_main(
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1.0 * scale / global.window_aspect.x,
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scale
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);
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pos = rotation * pos;
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var ipos: vec2<f32> = (
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vec2(instance.position.x, instance.position.y)
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+ (instance.velocity * age)
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- global.camera_position
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);
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var ipos: vec2<f32> = vec2(instance.position.x, instance.position.y) - global.camera_position;
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pos = pos + vec2<f32>(
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ipos.x / (global.camera_zoom.x/2.0) / global.window_aspect.x,
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ipos.y / (global.camera_zoom.x/2.0)
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);
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out.position = vec4<f32>(pos, 0.0, 1.0) * instance.position.z;
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out.position = vec4<f32>(pos, 0.0, 1.0);
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return out;
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}
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@ -0,0 +1,26 @@
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use cgmath::Point2;
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use crate::{ObjectSprite, ParticleBuilder, UiSprite};
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/// Bundles parameters passed to a single call to GPUState::render
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pub struct FrameState<'a> {
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/// Camera position, in world units
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pub camera_pos: Point2<f32>,
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/// Height of screen, in world units
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pub camera_zoom: f32,
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/// World object sprites
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pub object_sprites: Vec<ObjectSprite>,
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/// UI sprites
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pub ui_sprites: Vec<UiSprite>,
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/// Particles to create during this frame.
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/// this array will be cleared.
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pub new_particles: &'a mut Vec<ParticleBuilder>,
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// TODO: handle overflow
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/// The current time, in seconds
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pub current_time: f32,
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}
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@ -1,8 +1,8 @@
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use anyhow::Result;
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use bytemuck;
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use cgmath::{Deg, EuclideanSpace, Matrix4, Point2, Vector3};
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use cgmath::{Deg, EuclideanSpace, Matrix2, Matrix4, Point2, Vector3};
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use galactica_constants;
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use std::{iter, rc::Rc, time::Instant};
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use std::{iter, rc::Rc};
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use wgpu;
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use winit::{self, dpi::LogicalSize, window::Window};
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@ -10,7 +10,7 @@ use crate::{
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content,
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globaldata::{GlobalData, GlobalDataContent},
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pipeline::PipelineBuilder,
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sprite::{ObjectSubSprite, ParticleBuilder},
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sprite::ObjectSubSprite,
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starfield::Starfield,
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texturearray::TextureArray,
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vertexbuffer::{
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@ -18,7 +18,7 @@ use crate::{
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types::{ObjectInstance, ParticleInstance, StarfieldInstance, TexturedVertex, UiInstance},
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BufferObject, VertexBuffer,
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},
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ObjectSprite, UiSprite, OPENGL_TO_WGPU_MATRIX,
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FrameState, ObjectSprite, UiSprite, OPENGL_TO_WGPU_MATRIX,
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};
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/// A high-level GPU wrapper. Consumes game state,
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@ -456,28 +456,22 @@ impl GPUState {
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/// Make an instance for all the game's sprites
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/// (Objects and UI)
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/// This will Will panic if any X_SPRITE_INSTANCE_LIMIT is exceeded.
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fn update_sprite_instances(
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&self,
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camera_zoom: f32,
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camera_pos: Point2<f32>,
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objects: &Vec<ObjectSprite>,
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ui: &Vec<UiSprite>,
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) -> (usize, usize) {
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fn update_sprite_instances(&self, framestate: FrameState) -> (usize, usize) {
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let mut object_instances: Vec<ObjectInstance> = Vec::new();
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// Game coordinates (relative to camera) of ne and sw corners of screen.
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// Used to skip off-screen sprites.
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let clip_ne = Point2::from((-self.window_aspect, 1.0)) * camera_zoom;
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let clip_sw = Point2::from((self.window_aspect, -1.0)) * camera_zoom;
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let clip_ne = Point2::from((-self.window_aspect, 1.0)) * framestate.camera_zoom;
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let clip_sw = Point2::from((self.window_aspect, -1.0)) * framestate.camera_zoom;
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for s in objects {
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for s in framestate.object_sprites {
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self.push_object_sprite(
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camera_zoom,
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camera_pos,
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framestate.camera_zoom,
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framestate.camera_pos,
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&mut object_instances,
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clip_ne,
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clip_sw,
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s,
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&s,
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);
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}
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@ -495,8 +489,8 @@ impl GPUState {
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let mut ui_instances: Vec<UiInstance> = Vec::new();
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for s in ui {
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self.push_ui_sprite(&mut ui_instances, s);
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for s in framestate.ui_sprites {
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self.push_ui_sprite(&mut ui_instances, &s);
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}
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if ui_instances.len() as u64 > galactica_constants::UI_SPRITE_INSTANCE_LIMIT {
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@ -525,17 +519,7 @@ impl GPUState {
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}
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/// Main render function. Draws sprites on a window.
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pub fn render(
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&mut self,
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camera_pos: Point2<f32>,
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camera_zoom: f32,
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// TODO: clean this up, pass one struct
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object_sprites: &Vec<ObjectSprite>,
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ui_sprites: &Vec<UiSprite>,
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new_particles: &mut Vec<ParticleBuilder>,
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start_instant: Instant,
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) -> Result<(), wgpu::SurfaceError> {
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pub fn render(&mut self, framestate: FrameState) -> Result<(), wgpu::SurfaceError> {
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let output = self.surface.get_current_texture()?;
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let view = output
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.texture
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@ -568,16 +552,13 @@ impl GPUState {
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timestamp_writes: None,
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});
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// TODO: handle overflow
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let time_now = start_instant.elapsed().as_secs_f32();
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// Update global values
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self.queue.write_buffer(
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&self.global_data.buffer,
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0,
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bytemuck::cast_slice(&[GlobalDataContent {
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camera_position: camera_pos.into(),
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camera_zoom: [camera_zoom, 0.0],
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camera_position: framestate.camera_pos.into(),
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camera_zoom: [framestate.camera_zoom, 0.0],
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camera_zoom_limits: [galactica_constants::ZOOM_MIN, galactica_constants::ZOOM_MAX],
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window_size: [
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self.window_size.width as f32,
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@ -590,20 +571,24 @@ impl GPUState {
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galactica_constants::STARFIELD_SIZE_MIN,
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galactica_constants::STARFIELD_SIZE_MAX,
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],
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current_time: [time_now, 0.0],
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current_time: [framestate.current_time, 0.0],
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}]),
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);
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for i in new_particles.iter() {
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// Write all new particles to GPU buffer
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for i in framestate.new_particles.iter() {
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let texture = self.texture_array.get_texture(i.texture);
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self.queue.write_buffer(
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&self.vertex_buffers.particle.instances,
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ParticleInstance::SIZE * self.vertex_buffers.particle_array_head,
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bytemuck::cast_slice(&[ParticleInstance {
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position: [i.pos.x, i.pos.y, 1.0],
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position: [i.pos.x, i.pos.y],
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velocity: i.velocity.into(),
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rotation: Matrix2::from_angle(i.angle).into(),
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size: i.size,
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texture_index: texture.index,
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expires: time_now + i.lifetime,
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created: framestate.current_time,
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expires: framestate.current_time + i.lifetime,
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}]),
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);
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self.vertex_buffers.particle_array_head += 1;
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@ -613,11 +598,10 @@ impl GPUState {
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self.vertex_buffers.particle_array_head = 0;
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}
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}
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new_particles.clear();
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framestate.new_particles.clear();
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// Create sprite instances
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let (n_object, n_ui) =
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self.update_sprite_instances(camera_zoom, camera_pos, object_sprites, ui_sprites);
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let (n_object, n_ui) = self.update_sprite_instances(framestate);
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// These should match the indices in each shader,
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// and should each have a corresponding bind group layout.
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@ -7,6 +7,7 @@
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//! and the only one external code should interact with.
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//! (Excluding data structs, like [`ObjectSprite`])
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mod framestate;
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mod globaldata;
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mod gpustate;
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mod pipeline;
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@ -15,6 +16,7 @@ mod starfield;
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mod texturearray;
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mod vertexbuffer;
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pub use framestate::FrameState;
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use galactica_content as content;
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pub use gpustate::GPUState;
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pub use sprite::{AnchoredUiPosition, ObjectSprite, ObjectSubSprite, ParticleBuilder, UiSprite};
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@ -1,14 +1,19 @@
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use crate::content;
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use cgmath::{Deg, Point2, Point3};
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use cgmath::{Deg, Point2, Point3, Vector2};
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/// Instructions to create a new particle
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pub struct ParticleBuilder {
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/// The texture to use for this particle
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pub texture: content::TextureHandle,
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// TODO: rotation, velocity
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/// This object's center, in world coordinates.
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pub pos: Point3<f32>,
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pub pos: Point2<f32>,
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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 world coordinates
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pub angle: Deg<f32>,
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/// This particle's lifetime, in seconds
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pub lifetime: f32,
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@ -200,16 +200,25 @@ impl BufferObject for UiInstance {
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#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
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pub struct ParticleInstance {
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/// World position of this particle
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pub position: [f32; 3],
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pub position: [f32; 2],
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/// Velocity of this sprite, in world coordinates
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pub velocity: [f32; 2],
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/// Rotation matrix for this sprite, in world coordinates
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pub rotation: [[f32; 2]; 2],
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// TODO: docs: particle frames must all have the same size
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// TODO: is transparency trimmed? That's not ideal for animated particles!
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/// The height of this particle, in world units
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pub size: f32,
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// TODO: rotation, velocity vector
|
||||
// TODO: animated sprites
|
||||
// TODO: texture aspect ratio
|
||||
/// The time, in seconds, at which this particle was created.
|
||||
/// Time is kept by a variable in the global uniform.
|
||||
pub created: f32,
|
||||
|
||||
/// The time, in seconds, at which this particle expires.
|
||||
/// Time is kept by a variable in the global uniform.
|
||||
pub expires: f32,
|
||||
|
@ -228,24 +237,47 @@ impl BufferObject for ParticleInstance {
|
|||
wgpu::VertexAttribute {
|
||||
offset: 0,
|
||||
shader_location: 2,
|
||||
format: wgpu::VertexFormat::Float32x3,
|
||||
format: wgpu::VertexFormat::Float32x2,
|
||||
},
|
||||
// Velocity
|
||||
wgpu::VertexAttribute {
|
||||
offset: mem::size_of::<[f32; 2]>() as wgpu::BufferAddress,
|
||||
shader_location: 3,
|
||||
format: wgpu::VertexFormat::Float32x2,
|
||||
},
|
||||
// Rotation
|
||||
wgpu::VertexAttribute {
|
||||
offset: mem::size_of::<[f32; 4]>() as wgpu::BufferAddress,
|
||||
shader_location: 4,
|
||||
format: wgpu::VertexFormat::Float32x2,
|
||||
},
|
||||
wgpu::VertexAttribute {
|
||||
offset: mem::size_of::<[f32; 6]>() as wgpu::BufferAddress,
|
||||
shader_location: 5,
|
||||
format: wgpu::VertexFormat::Float32x2,
|
||||
},
|
||||
// Size
|
||||
wgpu::VertexAttribute {
|
||||
offset: mem::size_of::<[f32; 3]>() as wgpu::BufferAddress,
|
||||
shader_location: 3,
|
||||
offset: mem::size_of::<[f32; 8]>() as wgpu::BufferAddress,
|
||||
shader_location: 6,
|
||||
format: wgpu::VertexFormat::Float32,
|
||||
},
|
||||
// Created
|
||||
wgpu::VertexAttribute {
|
||||
offset: mem::size_of::<[f32; 9]>() as wgpu::BufferAddress,
|
||||
shader_location: 7,
|
||||
format: wgpu::VertexFormat::Float32,
|
||||
},
|
||||
// Expires
|
||||
wgpu::VertexAttribute {
|
||||
offset: mem::size_of::<[f32; 4]>() as wgpu::BufferAddress,
|
||||
shader_location: 4,
|
||||
offset: mem::size_of::<[f32; 10]>() as wgpu::BufferAddress,
|
||||
shader_location: 8,
|
||||
format: wgpu::VertexFormat::Float32,
|
||||
},
|
||||
// Texture
|
||||
wgpu::VertexAttribute {
|
||||
offset: mem::size_of::<[f32; 5]>() as wgpu::BufferAddress,
|
||||
shader_location: 5,
|
||||
offset: mem::size_of::<[f32; 11]>() as wgpu::BufferAddress,
|
||||
shader_location: 9,
|
||||
format: wgpu::VertexFormat::Uint32,
|
||||
},
|
||||
],
|
||||
|
|
|
@ -4,10 +4,10 @@ use galactica_gameobject as object;
|
|||
use galactica_render::{AnchoredUiPosition, UiSprite};
|
||||
use galactica_world::{util, ShipPhysicsHandle, World};
|
||||
|
||||
// TODO: camera as one unit
|
||||
// TODO: args as one unit
|
||||
pub fn build_radar(
|
||||
ct: &content::Content,
|
||||
player: &ShipPhysicsHandle,
|
||||
player: ShipPhysicsHandle,
|
||||
physics: &World,
|
||||
system: &object::System,
|
||||
camera_zoom: f32,
|
||||
|
|
|
@ -27,7 +27,6 @@ impl ShipControls {
|
|||
}
|
||||
|
||||
/// A ship instance in the physics system
|
||||
/// TODO: Decouple ship data from physics
|
||||
pub struct ShipWorldObject {
|
||||
/// TODO
|
||||
pub physics_handle: ShipPhysicsHandle,
|
||||
|
@ -56,17 +55,18 @@ impl ShipWorldObject {
|
|||
|
||||
if self.controls.thrust {
|
||||
r.apply_impulse(
|
||||
vector![engine_force.x, engine_force.y] * self.ship.outfits.stats.engine_thrust,
|
||||
vector![engine_force.x, engine_force.y]
|
||||
* self.ship.outfits.stat_sum().engine_thrust,
|
||||
true,
|
||||
);
|
||||
}
|
||||
|
||||
if self.controls.right {
|
||||
r.apply_torque_impulse(self.ship.outfits.stats.steer_power * -100.0 * t, true);
|
||||
r.apply_torque_impulse(self.ship.outfits.stat_sum().steer_power * -100.0 * t, true);
|
||||
}
|
||||
|
||||
if self.controls.left {
|
||||
r.apply_torque_impulse(self.ship.outfits.stats.steer_power * 100.0 * t, true);
|
||||
r.apply_torque_impulse(self.ship.outfits.stat_sum().steer_power * 100.0 * t, true);
|
||||
}
|
||||
|
||||
for i in self.ship.outfits.iter_guns() {
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
use cgmath::{Deg, EuclideanSpace, InnerSpace, Matrix2, Point2, Point3, Rad, Vector2};
|
||||
use cgmath::{Deg, EuclideanSpace, InnerSpace, Matrix2, Point2, Rad, Vector2};
|
||||
use crossbeam::channel::Receiver;
|
||||
use nalgebra::vector;
|
||||
use rand::Rng;
|
||||
|
@ -57,12 +57,12 @@ impl<'a> World {
|
|||
/// Add a projectile fired from a ship
|
||||
fn add_projectiles(
|
||||
&mut self,
|
||||
s: &ShipPhysicsHandle,
|
||||
s: ShipPhysicsHandle,
|
||||
p: Vec<(object::Projectile, content::GunPoint)>,
|
||||
) {
|
||||
let mut rng = rand::thread_rng();
|
||||
for (projectile, point) in p {
|
||||
let r = self.get_ship_body(&s).unwrap().1;
|
||||
let r = self.get_ship_body(s).unwrap().1;
|
||||
|
||||
let ship_pos = util::rigidbody_position(r);
|
||||
let ship_rot = util::rigidbody_rotation(r);
|
||||
|
@ -187,7 +187,7 @@ impl<'a> World {
|
|||
}
|
||||
}
|
||||
for (s, p) in projectiles {
|
||||
self.add_projectiles(&s, p);
|
||||
self.add_projectiles(s, p);
|
||||
}
|
||||
for s in to_remove {
|
||||
self.remove_ship(s);
|
||||
|
@ -211,18 +211,38 @@ impl<'a> World {
|
|||
};
|
||||
|
||||
if let Some(p) = self.projectiles.get(a) {
|
||||
if let Some(s) = self.ships.get_mut(b) {
|
||||
let hit = s.ship.handle_projectile_collision(ct, &p.projectile);
|
||||
let hit = if let Some(s) = self.ships.get_mut(b) {
|
||||
s.ship.handle_projectile_collision(ct, &p.projectile)
|
||||
} else {
|
||||
false
|
||||
};
|
||||
|
||||
// Stupid re-borrow trick.
|
||||
// We can't have s be mutable inside this block.
|
||||
if let Some(s) = self.ships.get(b) {
|
||||
if hit {
|
||||
let r = self.get_rigid_body(p.rigid_body);
|
||||
let pos = util::rigidbody_position(r);
|
||||
let pr = self.get_rigid_body(p.rigid_body);
|
||||
let pos = util::rigidbody_position(pr);
|
||||
let angle: Deg<f32> = util::rigidbody_rotation(pr)
|
||||
.angle(Vector2 { x: 0.0, y: 1.0 })
|
||||
.into();
|
||||
|
||||
// Match target ship velocity, so impact particles are "sticky".
|
||||
// Particles will fly off if the ship is spinning fast, but I
|
||||
// haven't found a good way to fix that.
|
||||
let (_, sr) = self.get_ship_body(s.physics_handle).unwrap();
|
||||
let velocity =
|
||||
sr.velocity_at_point(&nalgebra::Point2::new(pos.x, pos.y));
|
||||
let velocity = Vector2 {
|
||||
x: velocity.x,
|
||||
y: velocity.y,
|
||||
};
|
||||
|
||||
particles.push(ParticleBuilder {
|
||||
texture: ct.get_texture_handle("particle::blaster"),
|
||||
pos: Point3 {
|
||||
x: pos.x,
|
||||
y: pos.y,
|
||||
z: 1.0, // TODO:remove z coordinate
|
||||
},
|
||||
pos: Point2 { x: pos.x, y: pos.y },
|
||||
velocity: -velocity,
|
||||
angle: -angle,
|
||||
lifetime: 0.1,
|
||||
size: 10.0,
|
||||
});
|
||||
|
@ -259,7 +279,7 @@ impl<'a> World {
|
|||
/// Get a ship and its rigidbody from a handle
|
||||
pub fn get_ship_body(
|
||||
&self,
|
||||
s: &ShipPhysicsHandle,
|
||||
s: ShipPhysicsHandle,
|
||||
) -> Option<(&objects::ShipWorldObject, &RigidBody)> {
|
||||
// TODO: handle dead handles
|
||||
Some((self.ships.get(&s.1)?, self.wrapper.rigid_body_set.get(s.0)?))
|
||||
|
|
Loading…
Reference in New Issue