Split systemsim into a module

master
Mark 2024-01-13 19:05:00 -08:00
parent a4222abdc5
commit d5e2820f7d
Signed by: Mark
GPG Key ID: C6D63995FE72FD80
4 changed files with 661 additions and 636 deletions

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@ -1,636 +0,0 @@
use galactica_content::{
Content, FactionHandle, GunPoint, OutfitHandle, ProjectileCollider, Relationship, ShipHandle,
SystemHandle, SystemObjectHandle,
};
use galactica_playeragent::PlayerAgent;
use nalgebra::{Isometry2, Point2, Rotation2, Vector2};
use rand::Rng;
use rapier2d::{
dynamics::{RigidBody, RigidBodyBuilder, RigidBodyHandle, RigidBodySet},
geometry::{ColliderBuilder, ColliderHandle, ColliderSet},
pipeline::ActiveEvents,
};
use std::collections::HashMap;
use crate::data::{ShipAutoPilot, ShipPersonality, ShipState};
use super::{
controller::{autopilot, ShipController},
objects::{PhysProjectile, PhysSimShip},
ParticleBuilder, PhysStepResources,
};
// 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>,
}
// Private methods
impl<'a> PhysSim {
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.
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;
}
ship.data.start_land_on(target_handle);
return true;
}
/// Finish landing this ship on a planet.
/// Called after the landing animation finishes.
fn finish_land_ship(
&mut self,
_ct: &Content,
collider: ColliderHandle,
_target: SystemObjectHandle,
) {
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);
}
fn 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 target_pos = Isometry2::new(Vector2::new(obj.pos.x + 100.0, obj.pos.y + 100.0), 1.0);
ship.data.unland(target_pos);
let r = self.rigid_body_set.get_mut(ship.rigid_body).unwrap();
r.set_enabled(true);
r.set_position(target_pos, true);
self.collider_set
.get_mut(ship.collider)
.unwrap()
.set_enabled(true);
}
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);
}
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(res.ct, 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);
}
}
}
// 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 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);
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.unland_ship(ct, player.ship.unwrap());
}
}
};
}
}
/// 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::UnLanding { .. }
| 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::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,
*target,
);
let current_z = *current_z;
let target = *target;
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(res.ct, collider, target);
} 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 controls = autopilot::auto_landing(
&res,
&self.rigid_body_set,
&self.ships,
ship.collider,
*target_handle,
);
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 collider = match &outfit.projectile.collider {
ProjectileCollider::Ball(b) => ColliderBuilder::ball(b.radius)
.sensor(true)
.active_events(ActiveEvents::COLLISION_EVENTS)
.build(),
};
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(
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.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();
}
}
// 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()
}
}

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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},
};
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 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);
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.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()
}
}

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use galactica_content::{GunPoint, OutfitHandle, ProjectileCollider};
use nalgebra::{Rotation2, Vector2};
use rand::Rng;
use rapier2d::{dynamics::RigidBodyBuilder, geometry::ColliderBuilder, pipeline::ActiveEvents};
use crate::{
data::{ShipAutoPilot, ShipState},
phys::{controller::autopilot, objects::PhysProjectile, 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::UnLanding { .. }
| 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::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,
*target,
);
let current_z = *current_z;
let target = *target;
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(res.ct, collider, target);
} 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 controls = autopilot::auto_landing(
&res,
&self.rigid_body_set,
&self.ships,
ship.collider,
*target_handle,
);
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 collider = match &outfit.projectile.collider {
ProjectileCollider::Ball(b) => ColliderBuilder::ball(b.radius)
.sensor(true)
.active_events(ActiveEvents::COLLISION_EVENTS)
.build(),
};
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(
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.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();
}
}

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@ -0,0 +1,196 @@
use galactica_content::{Content, Relationship, SystemObjectHandle};
use nalgebra::{Isometry2, Point2, Vector2};
use rapier2d::{dynamics::RigidBody, geometry::ColliderHandle};
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;
}
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,
_ct: &Content,
collider: ColliderHandle,
_target: SystemObjectHandle,
) {
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 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 target_pos = Isometry2::new(Vector2::new(obj.pos.x + 100.0, obj.pos.y + 100.0), 1.0);
ship.data.unland(target_pos);
let r = self.rigid_body_set.get_mut(ship.rigid_body).unwrap();
r.set_enabled(true);
r.set_position(target_pos, true);
self.collider_set
.get_mut(ship.collider)
.unwrap()
.set_enabled(true);
}
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(res.ct, 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);
}
}
}