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https://github.com/MihailRis/voxelcore.git
synced 2026-10-04 18:41:51 +00:00
fix crouching check
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parent
b52e990e40
commit
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2 changed files with 48 additions and 41 deletions
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@ -47,14 +47,14 @@ struct AABB {
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}
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/// @brief Multiply AABB size from center
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inline void scale(const glm::vec3 mul) {
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inline void scale(const glm::vec3& mul) {
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glm::vec3 center = (a + b) * 0.5f;
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a = (a - center) * mul + center;
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b = (b - center) * mul + center;
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}
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/// @brief Multiply AABB size from given origin
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inline void scale(const glm::vec3 mul, const glm::vec3 orig) {
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inline void scale(const glm::vec3& mul, const glm::vec3& orig) {
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glm::vec3 beg = min();
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glm::vec3 end = max();
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glm::vec3 center = glm::mix(beg, end, orig);
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@ -101,8 +101,9 @@ struct AABB {
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inline bool intersects(const AABB& aabb) const {
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return (
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a.x <= aabb.b.x && b.x >= aabb.a.x && a.y <= aabb.b.y &&
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b.y >= aabb.a.y && a.z <= aabb.b.z && b.z >= aabb.a.z
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a.x <= aabb.b.x && b.x >= aabb.a.x &&
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a.y <= aabb.b.y && b.y >= aabb.a.y &&
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a.z <= aabb.b.z && b.z >= aabb.a.z
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);
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}
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@ -28,11 +28,11 @@ static float calc_step_height(
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aabb.scale(glm::vec3(1.0f - E * 2, 1.0f, 1.0f - E * 2));
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aabb = aabb + pos + glm::vec3(0.0f, stepHeight, 0.0f);
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if (stepHeight > 0.0f) {
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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) + 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) + iz;
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if (chunks.isObstacleAt(x, pos.y+half.y+stepHeight, z, aabb)) {
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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) + 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) + iz;
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if (chunks.isObstacleAt(x, pos.y + half.y + stepHeight, z, aabb)) {
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return 0.0f;
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}
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}
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@ -44,22 +44,23 @@ static float calc_step_height(
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template <int nx, int ny, int nz>
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static void calc_collision_pos(
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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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float stepHeight,
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bool collided[3]
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bool (&collided)[3]
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) {
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glm::vec3 offset(0.0f, stepHeight + E, 0.0f);
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if (vel[nx] <= 0.0f) {
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return;
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}
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glm::vec3 offset(0.0f, stepHeight + E * 2, 0.0f);
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for (int iy = 0; iy <= glm::ceil(((half - offset * 0.5f)[ny] - E) * 2); iy++) {
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glm::vec3 coord;
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coord[ny] = ((pos + offset)[ny] - half[ny] + E) + iy;
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for (int iz = 0; iz <= glm::ceil((half[nz] - E) * 2); iz++) {
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coord[nz] = (pos[nz] - half[nz] + E) + iz;
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coord[nx] = (pos[nx] + half[nx] + E) + E;
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coord[nx] = pos[nx] + half[nx] + E * 2;
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auto boxAABB = AABB(pos - half, pos + half);
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glm::vec3 scale(1.0f);
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@ -84,22 +85,23 @@ static void calc_collision_pos(
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template <int nx, int ny, int nz>
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static bool calc_collision_neg(
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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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float stepHeight,
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bool collided[3]
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bool (&collided)[3]
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) {
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glm::vec3 offset(0.0f, stepHeight + E, 0.0f);
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if (vel[nx] >= 0.0f) {
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return false;
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}
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glm::vec3 offset(0.0f, stepHeight + E, 0.0f);
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for (int iy = 0; iy <= glm::ceil(((half - offset * 0.5f)[ny] - E) * 2); iy++) {
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glm::vec3 coord;
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coord[ny] = ((pos + offset)[ny] - half[ny] + E) + iy;
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for (int iz = 0; iz <= glm::ceil((half[nz] - E) * 2); iz++) {
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coord[nz] = (pos[nz] - half[nz] + E) + iz;
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coord[nx] = (pos[nx] - half[nx] - E) - E;
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coord[nx] = pos[nx] - half[nx] - E * 2;
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auto boxAABB = AABB(pos - half, pos + half);
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glm::vec3 scale(1.0f);
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@ -130,21 +132,21 @@ static bool calc_collision_neg_y(
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const glm::vec3& half,
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glm::vec3& groundVelocty
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) {
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for (const auto& box : solidHitboxes) {
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for (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 (box->getAABB().intersects(AABB(pos - half, pos + half))) {
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if (vel.y < 0.0f) {
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vel.y = 0.0f;
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}
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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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float newy = box->position.y + boxhalf.y + half.y;
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if (pos.y < newy) {
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pos.y = newy;
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}
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groundVelocty = box->velocity;
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return true;
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if (vel.y < 0.0f) {
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vel.y = 0.0f;
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return true;
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}
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}
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}
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if (vel.y >= 0.0f) {
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@ -155,9 +157,9 @@ static bool calc_collision_neg_y(
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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) - E;
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coord.z = (pos.z - half.z + E) + iz;
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coord.y = pos.y - half.y - E * 2;
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auto boxAABB = AABB(pos - half, pos + half);
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glm::vec3 scale(1.0f);
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scale.x = 1.0f - E * 4.0f;
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@ -192,11 +194,11 @@ void PhysicsSolver::calcCollisions(
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auto prevPos = pos;
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calc_collision_neg<0, 1, 2>(chunks, pos, vel, half, stepHeight, hitbox.collided);
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calc_collision_pos<0, 1, 2>(chunks, pos, vel, half, stepHeight, hitbox.collided);
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calc_collision_neg<0, 1, 2>(chunks, solidHitboxes, pos, vel, half, stepHeight, hitbox.collided);
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calc_collision_pos<0, 1, 2>(chunks, solidHitboxes, pos, vel, half, stepHeight, hitbox.collided);
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calc_collision_neg<2, 1, 0>(chunks, pos, vel, half, stepHeight, hitbox.collided);
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calc_collision_pos<2, 1, 0>(chunks, pos, vel, half, stepHeight, hitbox.collided);
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calc_collision_neg<2, 1, 0>(chunks, solidHitboxes, pos, vel, half, stepHeight, hitbox.collided);
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calc_collision_pos<2, 1, 0>(chunks, solidHitboxes, pos, vel, half, stepHeight, hitbox.collided);
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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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@ -233,12 +235,10 @@ void PhysicsSolver::calcCollisions(
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// step on
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if (stepHeight > 0.0 && vel.y <= 0.0f) {
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AABB boxAABB = AABB(-half, +half);
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AABB boxAABB = AABB(pos - half, pos + half);
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boxAABB.scale(glm::vec3(1.0f - E * 2, 1.0f - E * 2, 1.0f - E * 2));
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boxAABB = boxAABB.translated(pos);
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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) + ix;
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float x = (pos.x - half.x) + 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) + iz;
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float y = (pos.y - half.y + E) + E;
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@ -252,7 +252,7 @@ void PhysicsSolver::calcCollisions(
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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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for (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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@ -306,19 +306,23 @@ void PhysicsSolver::calcSubstep(
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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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auto checkPos = pos;
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checkPos.x = axis != 0 ? initpos.x : pos.x;
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checkPos.z = axis == 0 ? initpos.z : pos.z;
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AABB boxAABB(checkPos - half, checkPos + half);
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boxAABB.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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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 = (pos.z - half.z + E) + iz;
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if (chunks.isObstacleAt(x, y, z, aabb)){
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if (chunks.isObstacleAt(x, y, z, boxAABB)){
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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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for (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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@ -395,5 +399,7 @@ void PhysicsSolver::step(
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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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sensors.erase(
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std::remove(sensors.begin(), sensors.end(), sensor), sensors.end()
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);
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}
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