add core:mob component & move player movement to scripting

This commit is contained in:
MihailRis 2025-08-10 22:55:34 +03:00
parent 67ef84d6b0
commit dfb83f6835
10 changed files with 132 additions and 100 deletions

View File

@ -1,5 +1,11 @@
{
"components": [
{
"name": "core:mob",
"args": {
"jump_force": 8.0
}
},
"base:player_animator"
],
"hitbox": [0.6, 1.8, 0.6]

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@ -0,0 +1,116 @@
local body = entity.rigidbody
local jump_force = SAVED_DATA.jump_force or ARGS.jump_force or 0.0
local air_damping = SAVED_DATA.air_damping or ARGS.air_damping or 1.0
local ground_damping = SAVED_DATA.ground_damping or ARGS.ground_damping or 1.0
local movement_speed = SAVED_DATA.movement_speed or ARGS.movement_speed or 4.0
local run_speed_mul = SAVED_DATA.run_speed_mul or ARGS.run_speed_mul or 1.5
local crouch_speed_mul = SAVED_DATA.crouch_speed_mul or ARGS.crouch_speed_mul or 0.35
local flight_speed_mul = SAVED_DATA.flight_speed_mul or ARGS.flight_speed_mul or 4.0
local cheat_speed_mul = SAVED_DATA.cheat_speed_mul or ARGS.cheat_speed_mul or 5.0
function jump(multiplier)
if body:is_grounded() then
local vel = body:get_vel()
body:set_vel(
vec3.add(vel, {0, jump_force * (multiplier or 1.0), 0}, vel))
end
end
function elevate(speed, delta, vel)
vel = vel or body:get_vel()
body:set_vel(
vec3.add(vel, {0, speed * delta, 0}, vel))
end
function lower(speed, delta, vel)
vel = vel or body:get_vel()
body:set_vel(
vec3.add(vel, {0, -speed * delta, 0}, vel))
end
function move_horizontal(speed, dir, vel)
vel = vel or body:get_vel()
if vec3.length(dir) > 0.0 then
vec3.normalize(dir, dir)
vel[1] = dir[1] * speed
vel[3] = dir[3] * speed
end
body:set_vel(vel)
end
function on_update(tps)
local delta = (1.0 / tps)
local pid = entity:get_player()
if pid then
-- todo: replace with entity direction
local cam = cameras.get("core:first-person")
local front = cam:get_front()
local right = cam:get_right()
front[2] = 0.0
vec3.normalize(front, front)
local grounded = body:is_grounded()
local isjump = input.is_active('movement.jump')
local issprint = input.is_active('movement.sprint')
local iscrouch = input.is_active('movement.crouch')
local isforward = input.is_active('movement.forward')
local ischeat = input.is_active('movement.cheat')
local isback = input.is_active('movement.back')
local isleft = input.is_active('movement.left')
local isright = input.is_active('movement.right')
local flight = player.is_flight(pid)
local noclip = player.is_noclip(pid)
local vel = body:get_vel()
local speed = movement_speed
if flight then
speed = speed * flight_speed_mul
elseif issprint then
speed = speed * run_speed_mul
elseif iscrouch and grounded then
speed = speed * crouch_speed_mul
end
body:set_crouching(iscrouch)
if ischeat then
speed = speed * cheat_speed_mul
end
local dir = {0, 0, 0}
if isforward then
vec3.add(dir, front, dir)
end
if isback then
vec3.sub(dir, front, dir)
end
if isright then
vec3.add(dir, right, dir)
end
if isleft then
vec3.sub(dir, right, dir)
end
if vec3.length(dir) > 0.0 then
move_horizontal(speed, dir, vel)
end
if flight then
if isjump then
elevate(speed * 8.0, delta)
elseif iscrouch then
lower(speed * 8.0, delta)
end
elseif isjump then
jump()
end
body:set_vdamping(flight)
body:set_gravity_scale(flight and 0.0 or 1.0)
body:set_linear_damping((flight or not grounded) and air_damping or ground_damping)
body:set_body_type(noclip and "kinematic" or "dynamic")
end
end

View File

@ -271,7 +271,6 @@ void PlayerController::update(float delta, const Input* inputEvents) {
} else {
resetKeyboard();
}
updatePlayer(delta);
}
void PlayerController::postUpdate(
@ -313,10 +312,6 @@ void PlayerController::resetKeyboard() {
input = {};
}
void PlayerController::updatePlayer(float delta) {
player.updateInput(input, delta);
}
static int determine_rotation(
const Block* def, const glm::ivec3& norm, const glm::vec3& camDir
) {

View File

@ -60,7 +60,6 @@ class PlayerController {
void updateKeyboard(const Input& inputEvents);
void resetKeyboard();
void updatePlayer(float delta);
void updateEntityInteraction(entityid_t eid, bool lclick, bool rclick);
void updateInteraction(const Input& inputEvents, float delta);

View File

@ -297,7 +297,9 @@ void Entities::updatePhysics(float delta) {
int substeps = static_cast<int>(delta * vel * 20);
substeps = std::min(100, std::max(2, substeps));
physics->step(*level.chunks, hitbox, delta, substeps, eid.uid);
hitbox.linearDamping = hitbox.grounded * 24;
hitbox.friction = glm::abs(hitbox.gravityScale <= 1e-7f)
? 8.0f
: (!grounded ? 2.0f : 10.0f);
transform.setPos(hitbox.position);
if (hitbox.grounded && !grounded) {
scripting::on_entity_grounded(

View File

@ -21,13 +21,6 @@
static debug::Logger logger("player");
constexpr float CROUCH_SPEED_MUL = 0.35f;
constexpr float RUN_SPEED_MUL = 1.5f;
constexpr float PLAYER_GROUND_DAMPING = 10.0f;
constexpr float PLAYER_AIR_DAMPING = 8.0f;
constexpr float FLIGHT_SPEED_MUL = 4.0f;
constexpr float CHEAT_SPEED_MUL = 5.0f;
constexpr float JUMP_FORCE = 8.0f;
constexpr int SPAWN_ATTEMPTS_PER_UPDATE = 64;
Player::Player(
@ -82,17 +75,6 @@ void Player::updateEntity() {
"will be respawned";
eid = ENTITY_AUTO;
}
auto hitbox = getHitbox();
if (hitbox == nullptr) {
return;
}
hitbox->linearDamping = PLAYER_GROUND_DAMPING;
hitbox->verticalDamping = flight;
hitbox->gravityScale = flight ? 0.0f : 1.0f;
if (flight || !hitbox->grounded) {
hitbox->linearDamping = PLAYER_AIR_DAMPING;
}
hitbox->type = noclip ? BodyType::KINEMATIC : BodyType::DYNAMIC;
}
Hitbox* Player::getHitbox() {
@ -102,70 +84,6 @@ Hitbox* Player::getHitbox() {
return nullptr;
}
void Player::updateInput(PlayerInput& input, float delta) {
auto hitbox = getHitbox();
if (hitbox == nullptr) {
return;
}
bool crouch = input.shift && hitbox->grounded && !input.sprint;
float speed = this->speed;
if (flight) {
speed *= FLIGHT_SPEED_MUL;
}
if (input.cheat) {
speed *= CHEAT_SPEED_MUL;
}
hitbox->crouching = crouch;
if (crouch) {
speed *= CROUCH_SPEED_MUL;
} else if (input.sprint) {
speed *= RUN_SPEED_MUL;
}
glm::vec3 dir(0, 0, 0);
if (input.moveForward) {
dir += fpCamera->dir;
}
if (input.moveBack) {
dir -= fpCamera->dir;
}
if (input.moveRight) {
dir += fpCamera->right;
}
if (input.moveLeft) {
dir -= fpCamera->right;
}
if (glm::length(dir) > 0.0f) {
dir = glm::normalize(dir);
doMove(dir, speed, delta);
}
if (flight) {
if (input.jump) {
hitbox->velocity.y += speed * delta * 9;
}
if (input.shift) {
hitbox->velocity.y -= speed * delta * 9;
}
} else if (input.jump) {
doJump();
}
}
void Player::doMove(const glm::vec3& dir, float speed, float delta) {
if (auto hitbox = getHitbox()) {
hitbox->velocity += dir * speed * delta * 9.0f;
}
}
void Player::doJump() {
if (auto hitbox = getHitbox()) {
if (hitbox->grounded) {
hitbox->velocity.y = JUMP_FORCE;
}
}
}
void Player::updateSelectedEntity() {
selectedEid = selection.entity;
}

View File

@ -59,9 +59,6 @@ class Player : public Serializable {
entityid_t eid = ENTITY_AUTO;
entityid_t selectedEid = 0;
void doMove(const glm::vec3& dir, float speed, float delta);
void doJump();
glm::vec3 rotation {};
public:
util::VecInterpolation<3, float, true> rotationInterpolation {true};
@ -85,7 +82,6 @@ public:
void teleport(glm::vec3 position);
void updateEntity();
void updateInput(PlayerInput& input, float delta);
void updateSelectedEntity();
void postUpdate();

View File

@ -6,6 +6,5 @@ Hitbox::Hitbox(BodyType type, glm::vec3 position, glm::vec3 halfsize)
: type(type),
position(position),
halfsize(halfsize),
velocity(0.0f,0.0f,0.0f),
linearDamping(0.1f)
velocity(0.0f,0.0f,0.0f)
{}

View File

@ -52,7 +52,8 @@ struct Hitbox {
glm::vec3 position;
glm::vec3 halfsize;
glm::vec3 velocity;
float linearDamping;
float linearDamping = 0.5;
float friction = 1.0f;
bool verticalDamping = false;
bool grounded = false;
float gravityScale = 1.0f;

View File

@ -25,7 +25,7 @@ void PhysicsSolver::step(
entityid_t entity
) {
float dt = delta / static_cast<float>(substeps);
float linearDamping = hitbox.linearDamping;
float linearDamping = hitbox.linearDamping * hitbox.friction;
float s = 2.0f/BLOCK_AABB_GRID;
const glm::vec3& half = hitbox.halfsize;
@ -45,11 +45,11 @@ void PhysicsSolver::step(
colisionCalc(chunks, hitbox, vel, pos, half,
(prevGrounded && gravityScale > 0.0f) ? 0.5f : 0.0f);
}
vel.x *= glm::max(0.0f, 1.0f - dt * linearDamping);
vel.x /= 1.0f + dt * linearDamping;
vel.z /= 1.0f + dt * linearDamping;
if (hitbox.verticalDamping) {
vel.y *= glm::max(0.0f, 1.0f - dt * linearDamping);
vel.y /= 1.0f + dt * linearDamping;
}
vel.z *= glm::max(0.0f, 1.0f - dt * linearDamping);
pos += vel * dt + gravity * gravityScale * dt * dt * 0.5f;
if (hitbox.grounded && pos.y < py) {