mirror of
https://github.com/MihailRis/voxelcore.git
synced 2026-10-04 18:41:51 +00:00
add solid entities (wip)
This commit is contained in:
parent
3cd6ce1df2
commit
0a34f9b767
7 changed files with 158 additions and 116 deletions
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@ -88,5 +88,6 @@ template<> void ContentUnitLoader<EntityDef>::loadUnit(
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root.at("skeleton-name").get(def.skeletonName);
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root.at("blocking").get(def.blocking);
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root.at("solid").get(def.solid);
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root.at("step-height").get(def.stepHeight);
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}
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@ -278,13 +278,17 @@ void Entities::updateSensors(
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}
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void Entities::preparePhysics(float delta) {
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auto& physics = *level.physics;
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auto& solidHitboxes = physics.getSolidHitboxesWriteable();
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if (sensorsTickClock.update(delta)) {
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auto part = sensorsTickClock.getPart();
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auto parts = sensorsTickClock.getParts();
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auto& sensors = physics.getSensorsWriteable();
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auto view = registry->view<EntityId, Transform, Rigidbody>();
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auto physics = level.physics.get();
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std::vector<Sensor*> sensors;
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for (auto [entity, eid, transform, rigidbody] : view.each()) {
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if (!rigidbody.enabled) {
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continue;
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@ -294,7 +298,16 @@ void Entities::preparePhysics(float delta) {
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}
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updateSensors(rigidbody, transform, sensors);
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}
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physics->setSensors(std::move(sensors));
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}
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solidHitboxes.clear();
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auto view = registry->view<EntityId, Rigidbody>();
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for (auto [entity, eid, rigidbody] : view.each()) {
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if (!eid.def.solid || eid.destroyFlag || !rigidbody.enabled) {
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continue;
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}
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solidHitboxes.emplace_back(&rigidbody.hitbox);
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}
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}
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@ -9,5 +9,7 @@ void EntityDef::cloneTo(EntityDef& dst) {
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dst.radialSensors = radialSensors;
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dst.skeletonName = skeletonName;
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dst.blocking = blocking;
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dst.solid = solid;
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dst.stepHeight = stepHeight;
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dst.save = save;
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}
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@ -42,6 +42,9 @@ struct EntityDef {
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/// @brief Does entity prevent blocks setup
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bool blocking = true;
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/// @brief Is the entity solid (blocks other entities)
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bool solid = false;
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/// @brief Max obstacle height that does not require jumping
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float stepHeight = 0.5f;
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@ -60,6 +60,7 @@ struct Hitbox {
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float gravityScale = 1.0f;
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bool crouching = false;
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float stepHeight = 0.5f;
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glm::vec3 groundVelocity {};
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Hitbox(BodyType type, glm::vec3 position, glm::vec3 halfsize);
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@ -5,6 +5,7 @@
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#include "voxels/Block.hpp"
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#include "voxels/GlobalChunks.hpp"
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#include "voxels/voxel.hpp"
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#include "objects/Entities.hpp"
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#include "debug/Logger.hpp"
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#include <algorithm>
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@ -12,88 +13,102 @@
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#include <glm/gtx/norm.hpp>
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inline const float E = 0.03f;
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inline const float MAX_FIX = 0.1f;
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static debug::Logger logger("physics-solver");
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PhysicsSolver::PhysicsSolver(glm::vec3 gravity) : gravity(gravity) {}
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PhysicsSolver::PhysicsSolver(glm::vec3 gravity) : gravity(std::move(gravity)) {}
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void PhysicsSolver::calcSubstep(
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const GlobalChunks& chunks,
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Hitbox& hitbox,
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glm::vec3& vel,
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glm::vec3& pos,
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bool prevGrounded,
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float dt
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) {
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auto initpos = pos;
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auto half = hitbox.getHalfSize();
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float gravityScale = hitbox.gravityScale;
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if (hitbox.type == BodyType::DYNAMIC) {
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calcCollisions(
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chunks,
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hitbox,
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vel,
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pos,
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half,
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(prevGrounded && gravityScale > 0.0f) ? hitbox.stepHeight : 0.0f
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);
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}
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vel += gravity * dt * gravityScale;
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pos += vel * dt + gravity * gravityScale * dt * dt * 0.5f;
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if (hitbox.grounded && pos.y < initpos.y) {
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pos.y = initpos.y;
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}
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if (prevGrounded && !hitbox.grounded) {
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vel += hitbox.groundVelocity;
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hitbox.groundVelocity = {};
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}
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if (!hitbox.crouching || !hitbox.grounded) {
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return;
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}
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float y = (pos.y-half.y-E);
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for (int axis = 0; axis <= 2; axis += 2) {
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hitbox.grounded = false;
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AABB aabb(pos - half, pos + half);
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aabb.scale(glm::vec3(1.0f - E * 4, 1.0f, 1.0f - E * 4));
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for (int ix = 0; ix <= glm::ceil((half.x - E) * 2); ix++) {
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float x = (initpos.x - half.x + E) + ix;
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for (int iz = 0; iz <= glm::ceil((half.z - E) * 2); iz++){
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float z = (pos.z - half.z + E) + iz;
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if (chunks.isObstacleAt(x, y, z, aabb)){
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hitbox.grounded = true;
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break;
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}
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}
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}
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for (const auto& box : solidHitboxes) {
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if (glm::distance2(box->position, pos) < E) {
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continue;
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}
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auto boxhalf = box->getHalfSize();
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if (AABB(box->position - boxhalf, box->position + boxhalf)
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.intersects(AABB(pos - half, pos + half))) {
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hitbox.grounded = true;
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break;
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}
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}
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if (!hitbox.grounded) {
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pos[axis] = initpos[axis];
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vel[axis] = 0.0f;
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}
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}
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hitbox.grounded = true;
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}
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void PhysicsSolver::step(
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const GlobalChunks& chunks,
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Hitbox& hitbox,
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float delta,
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uint substeps,
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const GlobalChunks& chunks,
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Hitbox& hitbox,
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float delta,
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uint substeps,
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entityid_t entity
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) {
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float dt = delta / static_cast<float>(substeps);
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float linearDamping = hitbox.linearDamping * hitbox.friction;
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auto half = hitbox.getHalfSize();
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glm::vec3& pos = hitbox.position;
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glm::vec3& vel = hitbox.velocity;
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float gravityScale = hitbox.gravityScale;
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bool prevGrounded = hitbox.grounded;
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hitbox.grounded = false;
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for (uint i = 0; i < substeps; i++) {
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float px = pos.x;
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float py = pos.y;
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float pz = pos.z;
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if (hitbox.type == BodyType::DYNAMIC) {
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colisionCalc(chunks, hitbox, vel, pos, half,
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(prevGrounded && gravityScale > 0.0f) ? hitbox.stepHeight : 0.0f);
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}
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vel += gravity * dt * gravityScale;
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pos += vel * dt + gravity * gravityScale * dt * dt * 0.5f;
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if (hitbox.grounded && pos.y < py) {
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pos.y = py;
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}
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if (hitbox.crouching && hitbox.grounded){
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AABB aabb;
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float y = (pos.y-half.y-E);
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hitbox.grounded = false;
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aabb = AABB(pos - half, pos + half);
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aabb.scale(glm::vec3(1.0f - E * 4, 1.0f, 1.0f - E * 4));
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for (int ix = 0; ix <= glm::ceil((half.x-E)*2); ix++) {
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float x = (px-half.x+E) + ix;
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for (int iz = 0; iz <= glm::ceil((half.z-E)*2); iz++){
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float z = (pos.z-half.z+E) + iz;
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if (chunks.isObstacleAt(x,y,z, aabb)){
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hitbox.grounded = true;
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break;
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}
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}
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}
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if (!hitbox.grounded) {
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pos.z = pz;
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vel.z = 0.0f;
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}
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hitbox.grounded = false;
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aabb = AABB(pos - half, pos + half);
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aabb.scale(glm::vec3(1.0f - E * 4, 1.0f, 1.0f - E * 4));
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for (int ix = 0; ix <= glm::ceil((half.x-E)*2); ix++) {
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float x = (pos.x-half.x+E) + ix;
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for (int iz = 0; iz <= glm::ceil((half.z-E)*2); iz++){
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float z = (pz-half.z+E) + iz;
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if (chunks.isObstacleAt(x,y,z, aabb)){
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hitbox.grounded = true;
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break;
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}
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}
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}
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if (!hitbox.grounded) {
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pos.x = px;
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vel.x = 0.0f;
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}
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hitbox.grounded = true;
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}
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calcSubstep(chunks, hitbox, vel, pos, prevGrounded, dt);
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}
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vel.x /= 1.0f + delta * linearDamping;
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vel.z /= 1.0f + delta * linearDamping;
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@ -194,19 +209,22 @@ static bool calc_collision_neg(
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static bool calc_collision_neg_y(
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const GlobalChunks& chunks,
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const std::vector<Hitbox*>& solidHitboxes,
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glm::vec3& pos,
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glm::vec3& vel,
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const glm::vec3& half
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const glm::vec3& half,
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glm::vec3& groundVelocty
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) {
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if (vel.y >= 0.0f) {
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return false;
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}
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groundVelocty = {};
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for (int ix = 0; ix <= glm::ceil((half.x-E)*2); ix++) {
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glm::vec3 coord;
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coord.x = (pos.x-half.x+E) + ix;
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for (int iz = 0; iz <= glm::ceil((half.z-E)*2); iz++){
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coord.z = (pos.z-half.z+E) + iz;
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coord.y = (pos.y-half.y-E);
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coord.y = (pos.y-half.y-E) - E;
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auto boxAABB = AABB(pos - half, pos + half);
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glm::vec3 scale(1.0f);
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@ -215,15 +233,30 @@ static bool calc_collision_neg_y(
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boxAABB.scale(scale);
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if (const auto aabb = chunks.isObstacleAt(coord.x, coord.y, coord.z, boxAABB)) {
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vel.y = 0.0f;
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float newx = std::floor(coord.y) + half.y + aabb->max().y;
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if (newx - pos.y <= E) {
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pos.y = newx;
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float newy = std::floor(coord.y) + half.y + aabb->max().y;
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if (newy > pos.y) {
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vel.y = 0.0f;
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pos.y = newy;
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}
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return true;
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}
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}
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}
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for (const auto& box : solidHitboxes) {
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if (glm::distance2(box->position, pos) < E) {
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continue;
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}
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auto boxhalf = box->getHalfSize();
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if (AABB(box->position - boxhalf, box->position + boxhalf).intersects(AABB(pos - half, pos + half))) {
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vel.y = 0.0f;
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float newx = box->position.y + boxhalf.y + half.y;
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if (newx - pos.y <= 0.5f) {
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pos.y = newx;
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}
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groundVelocty = box->velocity;
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return true;
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}
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}
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return false;
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}
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@ -265,8 +298,8 @@ static void calc_collision_pos(
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}
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}
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void PhysicsSolver::colisionCalc(
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const GlobalChunks& chunks,
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void PhysicsSolver::calcCollisions(
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const GlobalChunks& chunks,
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Hitbox& hitbox,
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glm::vec3& vel,
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glm::vec3& pos,
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@ -283,7 +316,7 @@ void PhysicsSolver::colisionCalc(
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calc_collision_neg<2, 1, 0>(chunks, pos, vel, half, stepHeight);
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calc_collision_pos<2, 1, 0>(chunks, pos, vel, half, stepHeight);
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if (calc_collision_neg_y(chunks, pos, vel, half)) {
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if (calc_collision_neg_y(chunks, solidHitboxes, pos, vel, half, hitbox.groundVelocity)) {
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hitbox.grounded = true;
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}
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@ -300,7 +333,7 @@ void PhysicsSolver::colisionCalc(
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if ((aabb = chunks.isObstacleAt(x,y,z, boxAABB))){
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vel.y = 0.0f;
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float newy = std::floor(y) + aabb->max().y + half.y;
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if (std::abs(newy-pos.y) <= MAX_FIX+stepHeight) {
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if (std::abs(newy-pos.y) <= stepHeight) {
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pos.y = newy;
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}
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break;
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@ -321,7 +354,7 @@ void PhysicsSolver::colisionCalc(
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if ((aabb = chunks.isObstacleAt(x,y,z, boxAABB))){
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vel.y = 0.0f;
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float newy = std::floor(y) - half.y + aabb->min().y - E;
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if (std::abs(newy-pos.y) <= MAX_FIX) {
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if (std::abs(newy-pos.y) <= 0.0f) {
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pos.y = newy;
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}
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break;
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@ -331,32 +364,6 @@ void PhysicsSolver::colisionCalc(
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}
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}
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bool PhysicsSolver::isBlockInside(int x, int y, int z, Hitbox* hitbox) {
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const glm::vec3& pos = hitbox->position;
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auto half = hitbox->getHalfSize();
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return x >= floor(pos.x-half.x) && x <= floor(pos.x+half.x) &&
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z >= floor(pos.z-half.z) && z <= floor(pos.z+half.z) &&
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y >= floor(pos.y-half.y) && y <= floor(pos.y+half.y);
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}
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bool PhysicsSolver::isBlockInside(int x, int y, int z, Block* def, blockstate state, Hitbox* hitbox) {
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const float e = 0.001f; // inaccuracy
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const glm::vec3& pos = hitbox->position;
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auto half = hitbox->getHalfSize();
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const auto& boxes = def->rotatable
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? def->rt.hitboxes[state.rotation]
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: def->hitboxes;
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for (const auto& block_hitbox : boxes) {
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glm::vec3 min = block_hitbox.min();
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glm::vec3 max = block_hitbox.max();
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if (min.x < pos.x+half.x-x-e && max.x > pos.x-half.x-x+e &&
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min.z < pos.z+half.z-z-e && max.z > pos.z-half.z-z+e &&
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min.y < pos.y+half.y-y-e && max.y > pos.y-half.y-y+e)
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return true;
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}
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return false;
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}
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void PhysicsSolver::removeSensor(Sensor* sensor) {
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sensors.erase(std::remove(sensors.begin(), sensors.end(), sensor), sensors.end());
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}
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@ -9,12 +9,11 @@
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#include <glm/glm.hpp>
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class Block;
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class Entities;
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class GlobalChunks;
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struct Sensor;
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class PhysicsSolver {
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glm::vec3 gravity;
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std::vector<Sensor*> sensors;
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public:
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PhysicsSolver(glm::vec3 gravity);
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void step(
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@ -24,7 +23,22 @@ public:
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uint substeps,
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entityid_t entity
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);
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void colisionCalc(
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auto& getSensorsWriteable() {
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return sensors;
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}
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auto& getSolidHitboxesWriteable() {
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return solidHitboxes;
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}
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void removeSensor(Sensor* sensor);
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private:
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glm::vec3 gravity;
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std::vector<Sensor*> sensors;
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std::vector<Hitbox*> solidHitboxes;
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void calcCollisions(
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const GlobalChunks& chunks,
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Hitbox& hitbox,
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glm::vec3& vel,
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@ -32,12 +46,13 @@ public:
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const glm::vec3 half,
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float stepHeight
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);
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bool isBlockInside(int x, int y, int z, Hitbox* hitbox);
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bool isBlockInside(int x, int y, int z, Block* def, blockstate state, Hitbox* hitbox);
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void setSensors(std::vector<Sensor*> sensors) {
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this->sensors = std::move(sensors);
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}
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void removeSensor(Sensor* sensor);
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void calcSubstep(
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const GlobalChunks& chunks,
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Hitbox& hitbox,
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glm::vec3& vel,
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glm::vec3& pos,
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bool prevGrounded,
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float dt
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);
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};
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