Use single collider per tile, and fix other off-by-1 errors.
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This commit is contained in:
Nolan Darilek 2022-06-15 10:28:21 -05:00
parent eae03f8f7a
commit 257e228a7a

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@ -39,16 +39,6 @@ pub struct MapObstruction;
#[reflect(Component)] #[reflect(Component)]
pub struct Portal; pub struct Portal;
#[derive(Component, Clone, Debug, Default, Deref, DerefMut, Reflect)]
#[reflect(Component)]
pub struct SpawnColliderPerTile(pub bool);
impl From<bool> for SpawnColliderPerTile {
fn from(v: bool) -> Self {
Self(v)
}
}
#[derive(Component, Clone, Debug, Deref, DerefMut, Reflect)] #[derive(Component, Clone, Debug, Deref, DerefMut, Reflect)]
#[reflect(Component)] #[reflect(Component)]
pub struct SpawnColliders(pub bool); pub struct SpawnColliders(pub bool);
@ -132,7 +122,6 @@ impl Default for PortalBundle {
pub struct MapBundle<D: 'static + Clone + Default + Send + Sync> { pub struct MapBundle<D: 'static + Clone + Default + Send + Sync> {
pub map: Map<D>, pub map: Map<D>,
pub spawn_colliders: SpawnColliders, pub spawn_colliders: SpawnColliders,
pub spawn_collider_per_tile: SpawnColliderPerTile,
pub spawn_portals: SpawnPortals, pub spawn_portals: SpawnPortals,
pub transform: Transform, pub transform: Transform,
pub global_transform: GlobalTransform, pub global_transform: GlobalTransform,
@ -224,119 +213,29 @@ impl<D: Clone + Default> MapFilter<D> for GridBuilder {
fn spawn_colliders<D: 'static + Clone + Default + Send + Sync>( fn spawn_colliders<D: 'static + Clone + Default + Send + Sync>(
mut commands: Commands, mut commands: Commands,
maps: Query<(Entity, &Map<D>, &SpawnColliders, &SpawnColliderPerTile), Changed<SpawnColliders>>, maps: Query<(Entity, &Map<D>, &SpawnColliders), Changed<SpawnColliders>>,
) { ) {
for (map_entity, map, spawn_colliders, spawn_collider_per_tile) in maps.iter() { for (map_entity, map, spawn_colliders) in maps.iter() {
if **spawn_colliders { if **spawn_colliders {
commands commands
.entity(map_entity) .entity(map_entity)
.remove::<SpawnColliders>() .remove::<SpawnColliders>()
.remove::<SpawnColliderPerTile>()
.insert(RigidBody::Fixed); .insert(RigidBody::Fixed);
if **spawn_collider_per_tile { for y in 0..map.height {
for y in 0..map.height { for x in 0..map.width {
for x in 0..map.width { let tile = map.at(x, y);
let tile = map.at(x, y); if tile.blocks_motion() {
if tile.blocks_motion() { let id = commands
let id = commands .spawn()
.spawn() .insert(Collider::cuboid(0.5, 0.5))
.insert(Collider::cuboid(0.5, 0.5)) .insert(Transform::from_xyz(x as f32 + 0.5, y as f32 + 0.5, 0.))
.insert(Transform::from_xyz(x as f32 + 0.5, y as f32 + 0.5, 0.)) .insert(GlobalTransform::default())
.insert(GlobalTransform::default()) .insert(MapObstruction)
.insert(MapObstruction) .id();
.id(); if tile.blocks_visibility() {
if tile.blocks_visibility() { commands.entity(id).insert(Visible::opaque());
commands.entity(id).insert(Visible::opaque());
}
commands.entity(map_entity).push_children(&[id]);
}
}
}
} else {
let mut has_body =
vec![vec![false; map.height as usize + 1]; map.width as usize + 1];
let mut bottom_left = None;
let mut bottom_right = None;
for y in 0..map.height {
for x in 0..map.width {
trace!("Checking ({x}, {y})");
if bottom_left.is_some() {
if has_body[x][y] {
trace!("Hit another body, setting bottom right");
bottom_right = Some((x, y));
} else if map.at(x, y).is_walkable() {
trace!("Hit an empty tile, setting bottom right to ({x}, {y})",);
bottom_right = Some((x, y));
}
}
if map.at(x, y).is_blocked() && !has_body[x][y] {
trace!("Blocked, setting has_body");
has_body[x][y] = true;
if bottom_left.is_none() {
trace!("Setting bottom left");
bottom_left = Some((x, y));
}
if bottom_left.is_some() && x == map.width - 1 {
trace!("Hit right edge, setting bottom right");
bottom_right = Some((x, y));
}
}
if let (Some(bl), Some(br)) = (bottom_left, bottom_right) {
trace!("Got bottom, checking if can extend up");
let mut top_left = (bl.0, bl.1 + 1);
let mut top_right = (br.0, br.1 + 1);
if y != map.height - 1 {
let mut can_extend_up = true;
for y in bl.1 + 1..map.height {
for x in bl.0..br.0 {
trace!("Extension check: ({x}, {y})");
if map.at(x, y).is_walkable() {
trace!("Can't, empty tile");
can_extend_up = false;
break;
}
}
if can_extend_up {
trace!("Can extend up, setting has_body");
for x in top_left.0..=top_right.0 {
has_body[x][top_left.1] = true;
}
top_left.1 += 1;
top_right.1 += 1;
} else {
break;
}
}
}
let width = br.0 as f32 - bl.0 as f32;
let half_width = width / 2.;
let height = top_left.1 as f32 - bl.1 as f32;
let half_height = height / 2.;
trace!(
"Top left: {:?}\ntop right: {:?}\nbottom left: {:?}\nbottom right: {:?}",
top_left, top_right, bl, br
);
let center = (bl.0 as f32 + half_width, br.1 as f32 + half_height);
trace!(
"Create shape at {:?} of width {:?} and height {:?}",
center,
width,
height
);
let id = commands
.spawn()
.insert(Collider::cuboid(half_width, half_height))
.insert(Transform::from_xyz(center.x(), center.y(), 0.))
.insert(GlobalTransform::default())
.insert(MapObstruction)
.id();
if map.at(x as usize, y as usize).blocks_visibility() {
commands.entity(id).insert(Visible::opaque());
}
commands.entity(map_entity).push_children(&[id]);
bottom_left = None;
bottom_right = None;
} }
commands.entity(map_entity).push_children(&[id]);
} }
} }
} }
@ -404,8 +303,8 @@ fn spawn_portals<D: 'static + Clone + Default + Send + Sync>(
} }
} }
for portal in portals { for portal in portals {
let x = portal.0 as f32; let x = portal.0 as f32 + 0.5;
let y = portal.1 as f32; let y = portal.1 as f32 + 0.5;
let portal = commands let portal = commands
.spawn_bundle(PortalBundle { .spawn_bundle(PortalBundle {
transform: Transform::from_translation(Vec3::new(x, y, 0.)), transform: Transform::from_translation(Vec3::new(x, y, 0.)),
@ -421,19 +320,15 @@ fn spawn_portals<D: 'static + Clone + Default + Send + Sync>(
fn spawn_portal_colliders<D: 'static + Clone + Default + Send + Sync>( fn spawn_portal_colliders<D: 'static + Clone + Default + Send + Sync>(
mut commands: Commands, mut commands: Commands,
map: Query<&SpawnColliders, With<Map<D>>>, map: Query<&SpawnColliders, With<Map<D>>>,
portals: Query<(Entity, &Transform), (With<Portal>, Without<Collider>)>, portals: Query<Entity, (With<Portal>, Without<Collider>)>,
) { ) {
for spawn_colliders in map.iter() { for spawn_colliders in map.iter() {
if **spawn_colliders { if **spawn_colliders {
for (portal_entity, coordinates) in portals.iter() { for portal_entity in portals.iter() {
let position = Vec2::new(coordinates.x() + 0.5, coordinates.y() + 0.5);
commands commands
.entity(portal_entity) .entity(portal_entity)
.insert(Transform::from_xyz(position.x(), position.y(), 0.))
.insert(GlobalTransform::default())
.insert(Collider::cuboid(0.5, 0.5)) .insert(Collider::cuboid(0.5, 0.5))
.insert(Sensor(true)) .insert(Sensor(true));
.insert(ActiveEvents::COLLISION_EVENTS);
} }
} }
} }