wip: wild physics
parent
97c8808281
commit
352fca7093
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@ -18,31 +18,23 @@ impl Plugin for KinematicPlugin {
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#[derive(Bundle)]
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pub struct KinematicBundle {
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pub kinematic: KinematicState,
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pub state: KinematicState,
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pub properties: KinematicProperties,
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pub rigidbody: RigidBody,
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pub velocity: Velocity,
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pub gravity_scale: GravityScale,
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pub collider: Collider,
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pub locked_axes: LockedAxes,
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pub events: ActiveEvents,
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pub collisions: ActiveCollisionTypes,
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pub properties: KinematicProperties,
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pub transform: TransformBundle,
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}
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impl Default for KinematicBundle {
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fn default() -> Self {
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KinematicBundle {
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kinematic: KinematicState::default(),
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rigidbody: RigidBody::Dynamic,
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gravity_scale: GravityScale(3.0),
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locked_axes: LockedAxes::ROTATION_LOCKED,
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state: KinematicState::default(),
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properties: KinematicProperties::default(),
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rigidbody: RigidBody::KinematicPositionBased,
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events: ActiveEvents::COLLISION_EVENTS,
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collisions: ActiveCollisionTypes::all(),
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collider: Collider::default(),
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properties: KinematicProperties::default(),
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transform: TransformBundle::default(),
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velocity: Velocity::default(),
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}
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}
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}
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@ -50,27 +42,15 @@ impl Default for KinematicBundle {
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#[derive(Component, Reflect, Default)]
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#[reflect(Component)]
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pub struct KinematicState {
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on_ground: bool,
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did_jump: bool,
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air_jump_counter: u8,
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// TODO: fork rapier2d and make it reflect?
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#[reflect(ignore)]
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pub last_move: Option<MoveShapeOutput>,
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pub did_jump: bool,
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}
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impl KinematicState {
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#[inline]
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pub fn on_ground(&self) -> bool {
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self.on_ground
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}
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#[inline]
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pub fn did_jump(&self) -> bool {
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self.did_jump
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}
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#[inline]
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pub fn air_jump_counter(&self) -> u8 {
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self.air_jump_counter
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}
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pub fn can_jump(&self) -> bool {
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self.on_ground && !self.did_jump
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self.last_move.as_ref().map_or(false, |last| last.grounded) && !self.did_jump
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}
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}
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@ -84,7 +64,7 @@ pub struct KinematicProperties {
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pub air_acceleration: f32,
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pub air_friction: f32,
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pub jump_height: f32,
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pub air_jumps: u8,
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pub gravity: Option<f32>,
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}
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impl Default for KinematicProperties {
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@ -97,7 +77,7 @@ impl Default for KinematicProperties {
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air_acceleration: 10.0,
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air_friction: 10.0,
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jump_height: 150.0,
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air_jumps: 1,
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gravity: Some(1.0),
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}
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}
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}
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@ -113,37 +93,27 @@ fn kinematic_movement(
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time: Res<Time>,
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mut query: Query<(
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Entity,
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&mut Velocity,
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&mut KinematicState,
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&mut Transform,
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&KinematicProperties,
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&GlobalTransform,
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Option<&KinematicInput>,
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Option<&GravityScale>,
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Option<&Collider>,
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)>,
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rapier_context: Res<RapierContext>,
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shape_query: Query<&Collider, Without<Sensor>>,
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child_query: Query<&Children>,
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mut rapier_context: ResMut<RapierContext>,
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) {
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for (
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entity,
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mut velocity,
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mut kinematic_state,
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props,
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global_transform,
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input,
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gravity,
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collider,
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) in query.iter_mut()
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for (entity, mut kinematic_state, mut transform, props, global_transform, input) in
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query.iter_mut()
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{
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let default = &KinematicInput::default();
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let input = input.unwrap_or(default);
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let has_gravity = if let Some(gravity) = gravity {
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gravity.0.abs() > f32::EPSILON
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} else {
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false
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};
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let (speed, acceleration, friction) = if kinematic_state.on_ground {
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let (speed, acceleration, friction) = if kinematic_state
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.last_move
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.as_ref()
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.map_or(false, |last| last.grounded)
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{
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(
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props.ground_speed,
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props.ground_acceleration,
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@ -155,7 +125,10 @@ fn kinematic_movement(
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const GRAVITY_DIR: Vec2 = Vec2::NEG_Y;
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let current_velocity = velocity.linvel;
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let current_velocity = kinematic_state
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.last_move
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.as_ref()
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.map_or(Vec2::ZERO, |last| last.effective_translation);
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let target_velocity =
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input.movement * speed + current_velocity.project_onto_normalized(GRAVITY_DIR);
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@ -178,43 +151,96 @@ fn kinematic_movement(
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let delta_interpolation = angle_lerp.clamp(0.0, 1.0);
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let velocity_change_speed = lerp(acceleration, friction, delta_interpolation) * speed;
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velocity.linvel = move_towards_vec2(
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let mut velocity = move_towards_vec2(
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current_velocity,
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target_velocity,
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velocity_change_speed * time.delta_seconds(),
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);
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if input.want_jump && kinematic_state.can_jump() {
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velocity.linvel = Vec2 {
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velocity = Vec2 {
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y: props.jump_height,
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..velocity.linvel
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..velocity
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};
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kinematic_state.did_jump = true;
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}
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if has_gravity {
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let shape = if let Ok(shape) = shape_query.get(entity) {
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Some(shape)
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} else if let Ok(children) = child_query.get(entity) {
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children
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.iter()
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.find_map(|child| shape_query.get(*child).ok())
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} else {
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None
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};
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// gravity
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if let Some(gravity) = props.gravity {
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velocity.y += -9.81 * gravity * time.delta_seconds();
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}
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// move
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kinematic_state.last_move = if let Some(shape) = shape {
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let (_scale, rotation, translation) = global_transform.to_scale_rotation_translation();
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let move_options = &MoveShapeOptions {
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up: Vec2::Y,
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autostep: Some(CharacterAutostep {
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min_width: CharacterLength::Absolute(0.5),
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max_height: CharacterLength::Absolute(2.1),
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include_dynamic_bodies: false,
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}),
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slide: true,
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max_slope_climb_angle: (50.0_f32).to_radians(),
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min_slope_slide_angle: (50.0_f32).to_radians(),
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snap_to_ground: Some(CharacterLength::Absolute(5.0)),
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offset: CharacterLength::Absolute(0.01),
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..MoveShapeOptions::default()
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};
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let last_move = rapier_context.move_shape(
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velocity * time.delta_seconds(),
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shape,
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translation.truncate(),
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rotation.to_euler(EulerRot::ZYX).0,
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shape.raw.0.mass_properties(1.0).mass(),
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move_options,
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QueryFilter::new(),
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|coll: CharacterCollision| println!("Collided! {coll:?}"),
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);
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// Apply movement
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transform.translation += last_move.effective_translation.extend(0.0);
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Some(last_move)
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} else {
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None
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};
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if props.gravity.is_some() {
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// Reset any possible jump snapping and stuff after the peak of jump
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if velocity.linvel.y <= 0.0 {
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if velocity.y <= 0.0 {
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kinematic_state.did_jump = false;
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}
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if let Some(collider) = collider {
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let (_, rot, pos) = global_transform.to_scale_rotation_translation();
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let angle = rot.to_euler(EulerRot::YXZ).2;
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let mut shape = collider.clone();
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shape.set_scale(Vec2::ONE * 0.9, 1);
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if let Some((_coll_entity, _hit)) = rapier_context.cast_shape(
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Vec2::new(pos.x, pos.y),
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angle,
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Vec2::NEG_Y,
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&shape,
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2.0,
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QueryFilter::new().exclude_collider(entity),
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) {
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kinematic_state.on_ground = true;
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} else {
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kinematic_state.on_ground = false;
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}
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}
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// if let Some(collider) = collider {
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// let (_, rot, pos) = global_transform.to_scale_rotation_translation();
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// let angle = rot.to_euler(EulerRot::YXZ).2;
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// let mut shape = collider.clone();
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// shape.set_scale(Vec2::ONE * 0.9, 1);
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// if let Some((_coll_entity, _hit)) = rapier_context.cast_shape(
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// Vec2::new(pos.x, pos.y),
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// angle,
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// Vec2::NEG_Y,
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// &shape,
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// 2.0,
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// QueryFilter::new().exclude_collider(entity),
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// ) {
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// kinematic_state.on_ground = true;
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// } else {
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// kinematic_state.on_ground = false;
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// }
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// }
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}
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}
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}
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@ -59,7 +59,6 @@ fn input_to_axis(negative: bool, positive: bool) -> f32 {
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pub fn player_spawn(mut commands: Commands) {
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let kinematic = KinematicBundle {
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collider: Collider::cuboid(3.0, 6.0),
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transform: TransformBundle::from_transform(Transform::from_translation(Vec3::new(
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256.0, 128.0, 0.0,
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))),
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@ -77,10 +76,22 @@ pub fn player_spawn(mut commands: Commands) {
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},
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..default()
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})
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.insert(TransformBundle::from_transform(Transform::from_xyz(
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256.0, 128.0, 0.0,
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)))
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.insert(Collider::cuboid(3.0, 6.0))
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.insert(PlayerBundle {
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kinematic,
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..default()
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})
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// .insert(RigidBody::KinematicPositionBased)
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// .insert(Velocity::default())
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// .insert(GravityScale(1.0))
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// .insert(KinematicCharacterController {
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// offset: CharacterLength::Absolute(0.01),
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// up: Vec2::Y,
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// ..default()
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// })
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.insert(KinematicInput::default())
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.insert(Ccd::enabled())
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.insert(Sleeping::disabled())
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