Improved ship unlanding
parent
bbf47e29d5
commit
e850a13f71
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@ -86,6 +86,7 @@ fn main() -> Result<()> {
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if let Some(o) = o {
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match o.data.get_state() {
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ShipState::Landing { .. }
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| ShipState::UnLanding { .. }
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| ShipState::Collapsing { .. }
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| ShipState::Flying { .. } => {
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let r =
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@ -96,11 +97,6 @@ fn main() -> Result<()> {
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None
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}
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}
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ShipState::UnLanding { .. } => {
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let pos =
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o.data.get_state().unlanding_position(&content).unwrap();
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Some(Vector2::new(pos.x, pos.y))
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}
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ShipState::Landed { target } => {
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let b = content.get_system_object(*target);
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@ -36,7 +36,7 @@ impl GPUState {
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ship_cnt = state.ct.get_ship(ship.data.get_content());
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}
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ShipState::Landing { current_z, .. } => {
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ShipState::UnLanding { current_z, .. } | ShipState::Landing { current_z, .. } => {
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let r = state.systemsim.get_rigid_body(ship.rigid_body).unwrap();
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let pos = *r.translation();
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ship_pos = Point3::new(pos.x, pos.y, *current_z);
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@ -44,13 +44,6 @@ impl GPUState {
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ship_ang = ship_rot.angle();
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ship_cnt = state.ct.get_ship(ship.data.get_content());
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}
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ShipState::UnLanding { .. } => {
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ship_pos = ship.data.get_state().unlanding_position(state.ct).unwrap();
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//ship_ang = 0.0 + ((to_angle - 0.0) * 1f32.min(elapsed / 1.0));
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ship_ang = 0.0;
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ship_cnt = state.ct.get_ship(ship.data.get_content());
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}
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}
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// Position adjusted for parallax
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@ -112,8 +105,9 @@ impl GPUState {
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let flare = ship.data.get_outfits().get_flare_sprite(state.ct);
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if {
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let is_flying = match ship.data.get_state() {
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ShipState::Flying { .. } => true,
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ShipState::Landing { .. } => true,
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ShipState::Flying { .. }
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| ShipState::UnLanding { .. }
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| ShipState::Landing { .. } => true,
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_ => false,
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};
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ship.get_controls().thrust && flare.is_some() && is_flying
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@ -1,6 +1,6 @@
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use galactica_system::data::ShipState;
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use galactica_util::{constants::UI_SPRITE_INSTANCE_LIMIT, to_radians};
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use nalgebra::{Point2, Vector2};
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use galactica_util::{clockwise_angle, constants::UI_SPRITE_INSTANCE_LIMIT, to_radians};
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use nalgebra::{Point2, Rotation2, Vector2};
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use crate::{
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datastructs::RenderState,
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@ -41,21 +41,15 @@ impl Radar {
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match player_ship.data.get_state() {
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ShipState::Dead => {}
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ShipState::UnLanding { .. } => {
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let pos = player_ship
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.data
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.get_state()
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.unlanding_position(&input.ct)
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.unwrap();
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self.last_player_position = Point2::new(pos.x, pos.y)
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}
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ShipState::Landed { target } => {
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let landed_body = input.ct.get_system_object(*target);
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self.last_player_position = Point2::new(landed_body.pos.x, landed_body.pos.y);
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}
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ShipState::Landing { .. } | ShipState::Flying { .. } | ShipState::Collapsing { .. } => {
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ShipState::UnLanding { .. }
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| ShipState::Landing { .. }
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| ShipState::Flying { .. }
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| ShipState::Collapsing { .. } => {
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let player_body = input
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.systemsim
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.get_rigid_body(player_ship.rigid_body)
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@ -1,5 +1,5 @@
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use galactica_content::{Content, FactionHandle, GunPoint, Outfit, ShipHandle, SystemObjectHandle};
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use nalgebra::{Point2, Point3};
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use nalgebra::Isometry2;
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use rand::{rngs::ThreadRng, Rng};
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use rapier2d::math::Isometry;
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use std::{collections::HashMap, time::Instant};
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@ -65,17 +65,14 @@ pub enum ShipState {
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/// This ship is taking off from a planet
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/// (playing the animation)
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UnLanding {
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/// The point, in world coordinates, to which we're going
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/// The point to which we're going, in world coordinates
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to_position: Isometry<f32>,
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/// The planet we're taking off from
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from: SystemObjectHandle,
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/// The total amount of time, in seconds, we will spend taking off
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total: f32,
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/// The amount of time we've already spent playing this unlanding sequence
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elapsed: f32,
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/// Our current z-coordinate
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current_z: f32,
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},
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}
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@ -99,42 +96,6 @@ impl ShipState {
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_ => None,
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}
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}
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/// Compute position of this ship's sprite during its unlanding sequence
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pub fn unlanding_position(&self, ct: &Content) -> Option<Point3<f32>> {
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match self {
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Self::UnLanding {
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to_position,
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from,
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total,
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elapsed,
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..
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} => Some({
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let from = ct.get_system_object(*from);
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let t = Point2::new(to_position.translation.x, to_position.translation.y);
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let diff = t - Point2::new(from.pos.x, from.pos.y);
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//let diff = diff - diff.normalize() * (target.size / 2.0) * 0.8;
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// TODO: improve animation
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// TODO: fade
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// TODO: atmosphere burn
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// TODO: land at random point
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// TODO: don't jump camera
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// TODO: time by distance
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// TODO: keep momentum
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let pos = Point2::new(from.pos.x, from.pos.y) + (diff * (elapsed / total));
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Point3::new(
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pos.x,
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pos.y,
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from.pos.z + ((1.0 - from.pos.z) * (elapsed / total)),
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)
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}),
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_ => None,
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}
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}
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}
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/// Represents all attributes of a single ship
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@ -245,28 +206,57 @@ impl ShipData {
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self.state = ShipState::Landed { target };
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}
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_ => {
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unreachable!("Called `finish_land_on` on a ship that isn't flying!")
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unreachable!("Called `finish_land_on` on a ship that isn't landing!")
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}
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};
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}
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/// Take off from `target`
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pub fn unland(&mut self, to_position: Isometry<f32>) {
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/// Land this ship on `target`
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/// This does NO checks (speed, range, etc).
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/// That is the simulation's responsiblity.
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///
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/// Will panic if we're not flying.
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pub fn start_unland_to(&mut self, ct: &Content, to_position: Isometry2<f32>) {
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match self.state {
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ShipState::Landed { target } => {
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let obj = ct.get_system_object(target);
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self.state = ShipState::UnLanding {
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to_position,
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from: target,
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total: 2.0,
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elapsed: 0.0,
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current_z: obj.pos.z,
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};
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}
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_ => {
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unreachable!("Called `unland` on a ship that isn't landed!")
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unreachable!("Called `start_unland_to` on a ship that isn't landed!")
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}
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};
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}
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/// When unlanding, update z position.
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/// Will panic if we're not unlanding
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pub fn set_unlanding_z(&mut self, z: f32) {
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match &mut self.state {
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ShipState::UnLanding {
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ref mut current_z, ..
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} => *current_z = z,
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_ => unreachable!("Called `set_unlanding_z` on a ship that isn't unlanding!"),
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}
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}
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/// Finish unlanding sequence
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/// Will panic if we're not unlanding
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pub fn finish_unland_to(&mut self) {
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match self.state {
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ShipState::UnLanding { .. } => {
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self.state = ShipState::Flying {
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autopilot: ShipAutoPilot::None,
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}
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}
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_ => {
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unreachable!("Called `finish_unland_to` on a ship that isn't unlanding!")
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}
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};
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}
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/// Add an outfit to this ship
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pub fn add_outfit(&mut self, o: &Outfit) -> super::OutfitAddResult {
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let r = self.outfits.add(o);
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@ -331,20 +321,7 @@ impl ShipData {
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/// Update this ship's state by `t` seconds
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pub(crate) fn step(&mut self, t: f32) {
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match self.state {
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ShipState::Landing { .. } => {}
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ShipState::UnLanding {
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ref mut elapsed,
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total,
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..
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} => {
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*elapsed += t;
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if *elapsed >= total {
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self.state = ShipState::Flying {
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autopilot: ShipAutoPilot::None,
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};
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}
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}
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ShipState::UnLanding { .. } | ShipState::Landing { .. } => {}
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ShipState::Landed { .. } => {
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// Cooldown guns
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@ -1,7 +1,6 @@
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use std::collections::HashMap;
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use galactica_content::SystemObjectHandle;
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use galactica_util::to_radians;
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use galactica_util::{clockwise_angle, to_radians};
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use nalgebra::Vector2;
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use rapier2d::{dynamics::RigidBodySet, geometry::ColliderHandle};
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@ -16,23 +15,21 @@ use crate::phys::{
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/// Land this ship on the given object
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pub fn auto_landing(
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res: &PhysStepResources,
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_res: &PhysStepResources,
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rigid_bodies: &RigidBodySet,
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ships: &HashMap<ColliderHandle, PhysSimShip>,
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this_ship: ColliderHandle,
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target_handle: SystemObjectHandle,
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target_pos: Vector2<f32>,
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) -> Option<ShipControls> {
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let rigid_body_handle = ships.get(&this_ship).unwrap().rigid_body;
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let rigid_body = rigid_bodies.get(rigid_body_handle).unwrap();
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let target_obj = res.ct.get_system_object(target_handle);
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let target_pos = Vector2::new(target_obj.pos.x, target_obj.pos.y);
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let my_pos = *rigid_body.translation();
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let my_rot = rigid_body.rotation() * Vector2::new(1.0, 0.0);
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let my_vel = rigid_body.linvel();
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let my_angvel = rigid_body.angvel();
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let v_t = target_pos - my_pos; // Vector to target
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let v_d = v_t - my_vel; // Desired thrust vector
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let angle_delta = (my_rot.x * v_d.y - v_d.x * my_rot.y).atan2(my_rot.dot(&v_d));
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let angle_delta = clockwise_angle(&my_rot, &v_d);
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let mut controls = ShipControls::new();
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if angle_delta < 0.0 && my_angvel > -0.3 {
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@ -100,11 +100,11 @@ impl PhysSimShip {
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self.step_effects(res, rigid_body, collider);
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}
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ShipState::Landing { .. } => {
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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::UnLanding { .. } | ShipState::Dead | ShipState::Landed { .. } => {}
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ShipState::Dead | ShipState::Landed { .. } => {}
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}
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}
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@ -138,7 +138,7 @@ impl PhysSim {
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ShipState::Landed { .. } => {
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if player.input.pressed_land() {
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self.unland_ship(ct, player.ship.unwrap());
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self.start_unland_ship(ct, player.ship.unwrap());
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}
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}
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};
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@ -9,7 +9,11 @@ use rapier2d::{
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use crate::{
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data::{ShipAutoPilot, ShipState},
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phys::{controller::autopilot, objects::PhysProjectile, ParticleBuilder, PhysStepResources},
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phys::{
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controller::autopilot,
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objects::{PhysProjectile, ShipControls},
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ParticleBuilder, PhysStepResources,
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},
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};
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use super::PhysSim;
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@ -36,9 +40,7 @@ impl PhysSim {
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to_remove.push(collider);
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}
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ShipState::UnLanding { .. }
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| ShipState::Landed { .. }
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| ShipState::Collapsing { .. } => {
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ShipState::Landed { .. } | ShipState::Collapsing { .. } => {
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let ship = self.ships.get_mut(&collider).unwrap();
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ship.step(
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res,
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@ -47,6 +49,48 @@ impl PhysSim {
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);
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}
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ShipState::UnLanding {
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to_position,
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current_z,
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from,
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} => {
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let from_obj = res.ct.get_system_object(*from);
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let controls = autopilot::auto_landing(
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&res,
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&self.rigid_body_set,
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&self.ships,
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ship.collider,
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Vector2::new(to_position.translation.x, to_position.translation.y),
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);
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let r = &mut self.rigid_body_set[ship.rigid_body];
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let max_d = (Vector2::new(from_obj.pos.x, from_obj.pos.y)
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- Vector2::new(to_position.translation.x, to_position.translation.y))
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.magnitude();
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let now_d = (r.translation()
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- Vector2::new(to_position.translation.x, to_position.translation.y))
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.magnitude();
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let f = now_d / max_d;
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let current_z = *current_z;
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let ship = self.ships.get_mut(&collider).unwrap();
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let zdist = 1.0 - from_obj.pos.z;
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if current_z <= 1.0 {
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self.finish_unland_ship(collider);
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} else if current_z <= 1.5 {
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ship.data
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.set_unlanding_z(1f32.max(current_z - (0.5 * res.t) / 0.5));
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ship.controls = ShipControls::new();
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} else {
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ship.data.set_unlanding_z(1.0 - zdist * f);
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if let Some(controls) = controls {
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ship.controls = controls;
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}
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ship.step(res, r, &mut self.collider_set[ship.collider])
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};
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}
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ShipState::Landing { target, current_z } => {
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let target_obj = res.ct.get_system_object(*target);
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let controls = autopilot::auto_landing(
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@ -54,17 +98,16 @@ impl PhysSim {
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&self.rigid_body_set,
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&self.ships,
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ship.collider,
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*target,
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Vector2::new(target_obj.pos.x, target_obj.pos.y),
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);
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let current_z = *current_z;
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let target = *target;
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let ship = self.ships.get_mut(&collider).unwrap();
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let r = &mut self.rigid_body_set[ship.rigid_body];
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let zdist = target_obj.pos.z - 1.0;
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if current_z >= target_obj.pos.z {
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self.finish_land_ship(res.ct, collider, target);
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self.finish_land_ship(collider);
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} else {
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ship.data.set_landing_z(current_z + zdist * res.t / 2.0);
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@ -82,12 +125,13 @@ impl PhysSim {
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ShipAutoPilot::Landing {
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target: target_handle,
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} => {
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let target_obj = res.ct.get_system_object(*target_handle);
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let controls = autopilot::auto_landing(
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&res,
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&self.rigid_body_set,
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&self.ships,
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ship.collider,
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*target_handle,
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Vector2::new(target_obj.pos.x, target_obj.pos.y),
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);
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let landed = self.try_land_ship(res.ct, collider, *target_handle);
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@ -1,5 +1,6 @@
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use galactica_content::{Content, Relationship, SystemObjectHandle};
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use nalgebra::{Isometry2, Point2, Vector2};
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use nalgebra::{Isometry2, Point2, Rotation2, Vector2};
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use rand::Rng;
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use rapier2d::{
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dynamics::RigidBody,
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geometry::{ColliderHandle, Group, InteractionGroups},
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@ -70,7 +71,6 @@ impl PhysSim {
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}
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let collider = self.collider_set.get_mut(collider).unwrap();
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println!("{:?}", collider.collision_groups());
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collider.set_collision_groups(InteractionGroups::new(Group::GROUP_1, Group::empty()));
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ship.data.start_land_on(target_handle);
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return true;
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@ -78,12 +78,7 @@ impl PhysSim {
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/// Finish landing this ship on a planet.
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/// Called after the landing animation finishes.
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pub(super) fn finish_land_ship(
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&mut self,
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_ct: &Content,
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collider: ColliderHandle,
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_target: SystemObjectHandle,
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) {
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pub(super) fn finish_land_ship(&mut self, collider: ColliderHandle) {
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let ship = self.ships.get_mut(&collider).unwrap();
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ship.data.finish_land_on();
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let r = self.rigid_body_set.get_mut(ship.rigid_body).unwrap();
|
||||
|
@ -92,19 +87,31 @@ impl PhysSim {
|
|||
r.set_linvel(nalgebra::Vector2::new(0.0, 0.0), false);
|
||||
}
|
||||
|
||||
pub(super) fn unland_ship(&mut self, ct: &Content, collider: ColliderHandle) {
|
||||
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 target_pos = Isometry2::new(Vector2::new(obj.pos.x + 100.0, obj.pos.y + 100.0), 1.0);
|
||||
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.unland(target_pos);
|
||||
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(target_pos, 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()
|
||||
|
|
Loading…
Reference in New Issue