Files
snow_trail/src/states/player_states.rs
2026-03-28 11:24:11 +01:00

497 lines
16 KiB
Rust

use glam::Vec3;
use kurbo::ParamCurve;
use rapier3d::math::Vector;
use crate::components::player_states::{
FallingState, IdleState, JumpingState, LeapingState, RollingState, WalkingState,
};
use crate::entity::EntityHandle;
use crate::physics::PhysicsManager;
use crate::states::state::State;
use crate::world::World;
pub const LEAP_DURATION: f32 = 0.18;
pub const ROLL_DURATION: f32 = 0.42;
const LEAP_SPEED: f32 = 18.0;
const ROLL_SPEED: f32 = 14.0;
impl State for IdleState
{
fn tick_time(&mut self, delta: f32)
{
self.time_in_state += delta;
}
fn on_enter(&mut self, world: &mut World, entity: EntityHandle)
{
world.physics.with(entity, |physics| {
PhysicsManager::with_rigidbody_mut(physics.rigidbody, |rigidbody| {
let current_velocity = *rigidbody.linvel();
let idle_damping = world
.movements
.with(entity, |m| m.idle_damping)
.unwrap_or(0.1);
let horizontal_velocity = Vec3::new(current_velocity.x, 0.0, current_velocity.z);
let new_horizontal_velocity = horizontal_velocity * idle_damping;
rigidbody.set_linvel(
Vector::new(
new_horizontal_velocity.x,
current_velocity.y,
new_horizontal_velocity.z,
),
true,
);
});
});
}
fn on_physics_update(&mut self, world: &mut World, entity: EntityHandle, _delta: f32)
{
const GROUND_CHECK_DISTANCE: f32 = 0.6;
let current_translation = world
.physics
.with(entity, |physics| {
PhysicsManager::with_rigidbody_mut(physics.rigidbody, |rigidbody| {
*rigidbody.translation()
})
})
.flatten()
.unwrap();
let terrain_height =
PhysicsManager::get_terrain_height_at(current_translation.x, current_translation.z);
if let Some(height) = terrain_height
{
let target_y = height + 1.0;
let distance_to_ground = current_translation.y - target_y;
if distance_to_ground.abs() < GROUND_CHECK_DISTANCE
{
world.physics.with(entity, |physics| {
PhysicsManager::with_rigidbody_mut(physics.rigidbody, |rigidbody| {
let next_translation =
Vector::new(current_translation.x, target_y, current_translation.z);
rigidbody.set_next_kinematic_translation(next_translation);
});
});
world.movements.with_mut(entity, |movement| {
movement.movement_context.is_floored = true;
});
}
}
}
}
impl State for WalkingState
{
fn tick_time(&mut self, delta: f32)
{
self.time_in_state += delta;
}
fn on_physics_update(&mut self, world: &mut World, entity: EntityHandle, delta: f32)
{
let (movement_input, walking_config) = world
.movements
.with(entity, |movement| {
let input = world
.inputs
.with(entity, |input| input.move_direction)
.unwrap_or(Vec3::ZERO);
(input, movement.clone())
})
.unwrap();
let t = (self.time_in_state / walking_config.walking_acceleration_duration).clamp(0.0, 1.0);
let acceleration_amount = walking_config.walking_acceleration_curve.eval(t as f64).y as f32;
let current_translation = world
.physics
.with(entity, |physics| {
PhysicsManager::with_rigidbody_mut(physics.rigidbody, |rigidbody| {
*rigidbody.translation()
})
})
.flatten()
.unwrap();
let terrain_height =
PhysicsManager::get_terrain_height_at(current_translation.x, current_translation.z);
let target_y = if let Some(height) = terrain_height
{
height + 1.0
}
else
{
current_translation.y
};
let slope_angle = if movement_input.length_squared() > 0.01
{
PhysicsManager::get_terrain_slope_in_direction(
current_translation.x,
current_translation.z,
movement_input.x,
movement_input.z,
)
}
else
{
0.0
};
let slope_multiplier = {
const MAX_SLOPE_ANGLE: f32 = std::f32::consts::PI / 4.0;
if slope_angle > 0.0
{
let uphill_factor = (slope_angle / MAX_SLOPE_ANGLE).min(1.0);
1.0 - uphill_factor * 0.9
}
else
{
let downhill_factor = (slope_angle.abs() / MAX_SLOPE_ANGLE).min(1.0);
1.0 + downhill_factor * 0.5
}
};
world.physics.with(entity, |physics| {
PhysicsManager::with_rigidbody_mut(physics.rigidbody, |rigidbody| {
let current_velocity = *rigidbody.linvel();
let horizontal_velocity = Vec3::new(current_velocity.x, 0.0, current_velocity.z);
let walking_force = movement_input
* walking_config.walking_acceleration
* delta
* acceleration_amount;
let new_horizontal_velocity = (walking_force
+ horizontal_velocity * walking_config.walking_damping)
.clamp_length_max(walking_config.max_walking_speed * slope_multiplier);
let next_translation = Vector::new(
current_translation.x + new_horizontal_velocity.x * delta,
target_y,
current_translation.z + new_horizontal_velocity.z * delta,
);
rigidbody.set_linvel(
Vector::new(new_horizontal_velocity.x, 0.0, new_horizontal_velocity.z),
true,
);
rigidbody.set_next_kinematic_translation(next_translation);
});
});
world.movements.with_mut(entity, |movement| {
movement.movement_context.is_floored = terrain_height.is_some();
});
if movement_input.length_squared() > 0.1
{
world.transforms.with_mut(entity, |transform| {
let target_rotation = f32::atan2(movement_input.x, movement_input.z);
transform.rotation.y = target_rotation;
});
}
}
}
impl State for JumpingState
{
fn tick_time(&mut self, delta: f32)
{
self.time_in_state += delta;
}
fn on_enter(&mut self, world: &mut World, entity: EntityHandle)
{
self.time_in_state = 0.0;
let current_position = world.transforms.get(entity).unwrap().position;
world.jumps.with_mut(entity, |jump| {
jump.jump_context.in_progress = true;
jump.jump_context.origin_height = current_position.y;
jump.jump_context.duration = 0.0;
jump.jump_context.normal = Vec3::Y;
});
}
fn on_exit(&mut self, world: &mut World, entity: EntityHandle)
{
world.jumps.with_mut(entity, |jump| {
jump.jump_context.in_progress = false;
jump.jump_context.duration = 0.0;
});
}
fn on_physics_update(&mut self, world: &mut World, entity: EntityHandle, delta: f32)
{
world.jumps.with_mut(entity, |jump| {
jump.jump_context.duration = self.time_in_state;
});
let jump = world.jumps.with(entity, |jump| jump.clone()).unwrap();
let normalized_time = (self.time_in_state / jump.jump_duration).min(1.0);
let height_progress = jump.jump_curve.eval(normalized_time as f64).y as f32;
let origin_height = jump.jump_context.origin_height;
let target_height = origin_height + height_progress * jump.jump_height;
let current_translation = world
.physics
.with(entity, |physics| {
PhysicsManager::with_rigidbody_mut(physics.rigidbody, |rigidbody| {
*rigidbody.translation()
})
})
.flatten()
.unwrap();
let height_diff = target_height - current_translation.y;
let required_velocity = height_diff / delta;
world.physics.with(entity, |physics| {
PhysicsManager::with_rigidbody_mut(physics.rigidbody, |rigidbody| {
let current_velocity = *rigidbody.linvel();
let next_translation = Vector::new(
current_translation.x + current_velocity.x * delta,
current_translation.y + required_velocity * delta,
current_translation.z + current_velocity.z * delta,
);
rigidbody.set_linvel(
Vector::new(current_velocity.x, required_velocity, current_velocity.z),
true,
);
rigidbody.set_next_kinematic_translation(next_translation);
});
});
world.movements.with_mut(entity, |movement| {
movement.movement_context.is_floored = false;
});
}
}
impl State for FallingState
{
fn tick_time(&mut self, delta: f32)
{
self.time_in_state += delta;
}
fn on_physics_update(&mut self, world: &mut World, entity: EntityHandle, delta: f32)
{
const GRAVITY: f32 = -9.81 * 5.0;
const GROUND_CHECK_DISTANCE: f32 = 0.6;
let (current_pos, velocity) = world
.physics
.with(entity, |physics| {
PhysicsManager::with_rigidbody_mut(physics.rigidbody, |rigidbody| {
let mut vel = *rigidbody.linvel();
vel.y += GRAVITY * delta;
(*rigidbody.translation(), vel)
})
})
.flatten()
.unwrap();
let next_pos = current_pos + velocity;
let terrain_height = PhysicsManager::get_terrain_height_at(next_pos.x, next_pos.z);
let is_grounded = if let Some(height) = terrain_height
{
let target_y = height + 1.0;
let distance_to_ground = current_pos.y - target_y;
if distance_to_ground < GROUND_CHECK_DISTANCE && velocity.y <= 0.01
{
world.physics.with(entity, |physics| {
PhysicsManager::with_rigidbody_mut(physics.rigidbody, |rigidbody| {
let next_pos = Vector::new(current_pos.x, target_y, current_pos.z);
rigidbody.set_next_kinematic_translation(next_pos);
rigidbody.set_linvel(Vector::new(velocity.x, 0.0, velocity.z), true);
});
});
true
}
else
{
world.physics.with(entity, |physics| {
PhysicsManager::with_rigidbody_mut(physics.rigidbody, |rigidbody| {
let next_pos = current_pos + velocity * delta;
rigidbody.set_next_kinematic_translation(next_pos);
rigidbody.set_linvel(velocity, true);
});
});
false
}
}
else
{
world.physics.with(entity, |physics| {
PhysicsManager::with_rigidbody_mut(physics.rigidbody, |rigidbody| {
let next_pos = current_pos + velocity * delta;
rigidbody.set_next_kinematic_translation(next_pos);
rigidbody.set_linvel(velocity, true);
});
});
false
};
world.movements.with_mut(entity, |movement| {
movement.movement_context.is_floored = is_grounded;
});
}
}
impl State for LeapingState
{
fn tick_time(&mut self, delta: f32)
{
self.time_in_state += delta;
}
fn on_enter(&mut self, world: &mut World, entity: EntityHandle)
{
self.time_in_state = 0.0;
let facing = world
.transforms
.with(entity, |t| {
let yaw = t.rotation.y;
Vec3::new(yaw.sin(), 0.0, yaw.cos())
})
.unwrap_or(Vec3::Z);
let move_dir = world
.inputs
.with(entity, |i| i.move_direction)
.unwrap_or(Vec3::ZERO);
self.leap_direction = if move_dir.length_squared() > 0.01
{
move_dir
}
else
{
facing
};
}
fn on_physics_update(&mut self, world: &mut World, entity: EntityHandle, delta: f32)
{
let current_translation = world
.physics
.with(entity, |physics| {
PhysicsManager::with_rigidbody_mut(physics.rigidbody, |rb| *rb.translation())
})
.flatten()
.unwrap();
let terrain_height =
PhysicsManager::get_terrain_height_at(current_translation.x, current_translation.z);
let target_y = terrain_height
.map(|h| h + 1.0)
.unwrap_or(current_translation.y);
let velocity = self.leap_direction * LEAP_SPEED;
world.physics.with(entity, |physics| {
PhysicsManager::with_rigidbody_mut(physics.rigidbody, |rb| {
let next = Vector::new(
current_translation.x + velocity.x * delta,
target_y,
current_translation.z + velocity.z * delta,
);
rb.set_linvel(Vector::new(velocity.x, 0.0, velocity.z), true);
rb.set_next_kinematic_translation(next);
});
});
world.movements.with_mut(entity, |m| {
m.movement_context.is_floored = terrain_height.is_some();
});
world.transforms.with_mut(entity, |t| {
t.rotation.y = f32::atan2(self.leap_direction.x, self.leap_direction.z);
});
}
}
impl State for RollingState
{
fn tick_time(&mut self, delta: f32)
{
self.time_in_state += delta;
}
fn on_enter(&mut self, world: &mut World, entity: EntityHandle)
{
self.time_in_state = 0.0;
self.roll_direction = world
.inputs
.with(entity, |i| i.move_direction)
.filter(|d| d.length_squared() > 0.01)
.unwrap_or_else(|| {
world
.transforms
.with(entity, |t| {
let yaw = t.rotation.y;
Vec3::new(yaw.sin(), 0.0, yaw.cos())
})
.unwrap_or(Vec3::Z)
});
}
fn on_physics_update(&mut self, world: &mut World, entity: EntityHandle, delta: f32)
{
let t = (self.time_in_state / ROLL_DURATION).clamp(0.0, 1.0);
let speed = ROLL_SPEED * (1.0 - t * 0.6);
let current_translation = world
.physics
.with(entity, |physics| {
PhysicsManager::with_rigidbody_mut(physics.rigidbody, |rb| *rb.translation())
})
.flatten()
.unwrap();
let terrain_height =
PhysicsManager::get_terrain_height_at(current_translation.x, current_translation.z);
let target_y = terrain_height
.map(|h| h + 1.0)
.unwrap_or(current_translation.y);
let velocity = self.roll_direction * speed;
world.physics.with(entity, |physics| {
PhysicsManager::with_rigidbody_mut(physics.rigidbody, |rb| {
let next = Vector::new(
current_translation.x + velocity.x * delta,
target_y,
current_translation.z + velocity.z * delta,
);
rb.set_linvel(Vector::new(velocity.x, 0.0, velocity.z), true);
rb.set_next_kinematic_translation(next);
});
});
world.movements.with_mut(entity, |m| {
m.movement_context.is_floored = terrain_height.is_some();
});
}
}