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blocks hitboxes physics
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693ad6d9a7
commit
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3 changed files with 62 additions and 42 deletions
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@ -64,11 +64,24 @@ voxel* Chunks::get(int x, int y, int z){
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return &chunk->voxels[(ly * CHUNK_D + lz) * CHUNK_W + lx];
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}
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bool Chunks::isObstacle(int x, int y, int z){
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voxel* v = get(x,y,z);
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const AABB* Chunks::isObstacle(float x, float y, float z){
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int ix = floor(x);
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int iy = floor(y);
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int iz = floor(z);
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voxel* v = get(ix,iy,iz);
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if (v == nullptr)
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return true; // void - is obstacle
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return contentIds->getBlockDef(v->id)->obstacle;
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return nullptr;
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const Block* def = contentIds->getBlockDef(v->id);
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if (def->obstacle) {
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if (def->rt.solid) {
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return &def->hitbox;
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} else {
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if (def->hitbox.inside({x - ix, y - iy, z - iz}))
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return &def->hitbox;
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return nullptr;
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}
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}
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return nullptr;
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}
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ubyte Chunks::getLight(int x, int y, int z, int channel){
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