Fixed PhysicsSolver, added zoom, linear_damping
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2aba3e91db
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10931372cc
@ -23,13 +23,13 @@ CPP_DEPS :=
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# Every subdirectory with source files must be described here
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SUBDIRS := \
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src \
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src/files \
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src/graphics \
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src/lighting \
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src/loaders \
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src/objects \
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src/physics \
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src \
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src/voxels \
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src/window \
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@ -1,27 +1,31 @@
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################################################################################
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# Automatically-generated file. Do not edit!
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################################################################################
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# Add inputs and outputs from these tool invocations to the build variables
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CPP_SRCS += \
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../src/graphics/Batch2D.cpp \
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../src/graphics/LineBatch.cpp \
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../src/graphics/Mesh.cpp \
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../src/graphics/Shader.cpp \
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../src/graphics/Texture.cpp \
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../src/graphics/VoxelRenderer.cpp \
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../src/graphics/Batch2D.cpp
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../src/graphics/VoxelRenderer.cpp
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OBJS += \
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./src/graphics/Batch2D.o \
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./src/graphics/LineBatch.o \
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./src/graphics/Mesh.o \
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./src/graphics/Shader.o \
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./src/graphics/Texture.o \
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./src/graphics/VoxelRenderer.o \
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./src/graphics/Batch2D.o
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./src/graphics/VoxelRenderer.o
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CPP_DEPS += \
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./src/graphics/Batch2D.d \
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./src/graphics/LineBatch.d \
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./src/graphics/Mesh.d \
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./src/graphics/Shader.d \
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./src/graphics/Texture.d \
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./src/graphics/VoxelRenderer.d \
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./src/graphics/Batch2D.d
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./src/graphics/VoxelRenderer.d
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# Each subdirectory must supply rules for building sources it contributes
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@ -1,3 +1,7 @@
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################################################################################
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# Automatically-generated file. Do not edit!
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################################################################################
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# Add inputs and outputs from these tool invocations to the build variables
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CPP_SRCS += \
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../src/objects/Player.cpp
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@ -4,16 +4,16 @@
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# Add inputs and outputs from these tool invocations to the build variables
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CPP_SRCS += \
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../src/voxel_engine.cpp \
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../src/Assets.cpp
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../src/Assets.cpp \
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../src/voxel_engine.cpp
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OBJS += \
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./src/voxel_engine.o \
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./src/Assets.o
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./src/Assets.o \
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./src/voxel_engine.o
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CPP_DEPS += \
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./src/voxel_engine.d \
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./src/Assets.d
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./src/Assets.d \
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./src/voxel_engine.d
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# Each subdirectory must supply rules for building sources it contributes
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@ -1,4 +1,4 @@
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#include "Hitbox.h"
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Hitbox::Hitbox(vec3 position, vec3 halfsize) : position(position), halfsize(halfsize), velocity(0.0f,0.0f,0.0f) {
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Hitbox::Hitbox(vec3 position, vec3 halfsize) : position(position), halfsize(halfsize), velocity(0.0f,0.0f,0.0f), linear_damping(0.1f) {
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}
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@ -12,6 +12,7 @@ public:
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vec3 position;
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vec3 halfsize;
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vec3 velocity;
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float linear_damping;
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bool grounded = false;
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Hitbox(vec3 position, vec3 halfsize);
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@ -4,7 +4,7 @@
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#include <iostream>
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#define E 0.01
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#define E 0.03
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PhysicsSolver::PhysicsSolver(vec3 gravity) : gravity(gravity) {
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}
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@ -12,6 +12,7 @@ PhysicsSolver::PhysicsSolver(vec3 gravity) : gravity(gravity) {
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void PhysicsSolver::step(Chunks* chunks, Hitbox* hitbox, float delta, unsigned substeps, bool shifting) {
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for (unsigned i = 0; i < substeps; i++){
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float dt = delta / (float)substeps;
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float linear_damping = hitbox->linear_damping;
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vec3& pos = hitbox->position;
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vec3& half = hitbox->halfsize;
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vec3& vel = hitbox->velocity;
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@ -76,6 +77,7 @@ void PhysicsSolver::step(Chunks* chunks, Hitbox* hitbox, float delta, unsigned s
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hitbox->grounded = false;
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if (vel.y < 0.0){
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for (int x = floor(pos.x-half.x+E); x <= floor(pos.x+half.x-E); x++){
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bool broken = false;
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for (int z = floor(pos.z-half.z+E); z <= floor(pos.z+half.z-E); z++){
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int y = floor(pos.y-half.y-E);
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if (chunks->isObstacle(x,y,z)){
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@ -85,9 +87,12 @@ void PhysicsSolver::step(Chunks* chunks, Hitbox* hitbox, float delta, unsigned s
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vel.x *= max(0.0, 1.0 - dt * f);
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vel.z *= max(0.0, 1.0 - dt * f);
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hitbox->grounded = true;
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broken = true;
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break;
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}
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}
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if (broken)
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break;
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}
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}
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if (vel.y > 0.0){
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@ -103,6 +108,9 @@ void PhysicsSolver::step(Chunks* chunks, Hitbox* hitbox, float delta, unsigned s
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}
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}
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vel.x *= max(0.0, 1.0 - dt * linear_damping);
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vel.z *= max(0.0, 1.0 - dt * linear_damping);
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pos.x += vel.x * dt;
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pos.y += vel.y * dt;
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pos.z += vel.z * dt;
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@ -64,15 +64,27 @@ void close_world(WorldFiles* wfile, Chunks* chunks){
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delete wfile;
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}
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#define CROUCH_SPEED_MUL 0.25f
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#define CROUCH_SHIFT_Y -0.2f
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#define RUN_SPEED_MUL 1.5f
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#define CROUCH_ZOOM 0.9f
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#define RUN_ZOOM 1.1f
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#define C_ZOOM 0.5f
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#define ZOOM_SPEED 16.0f
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#define DEFAULT_AIR_DAMPING 0.1f
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#define PLAYER_NOT_ONGROUND_DAMPING 18.0f
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void update_controls(PhysicsSolver* physics,
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Chunks* chunks,
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Player* player,
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float delta){
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// Controls
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Camera* camera = player->camera;
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Hitbox* hitbox = player->hitbox;
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bool sprint = Events::pressed(GLFW_KEY_LEFT_CONTROL);
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bool shift = Events::pressed(GLFW_KEY_LEFT_SHIFT) && hitbox->grounded && !sprint;
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bool zoom = Events::pressed(GLFW_KEY_C);
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float speed = player->speed;
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int substeps = (int)(delta * 1000);
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@ -82,17 +94,20 @@ void update_controls(PhysicsSolver* physics,
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camera->position.y = hitbox->position.y + 0.5f;
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camera->position.z = hitbox->position.z;
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float dt = min(1.0f, delta * 16);
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float dt = min(1.0f, delta * ZOOM_SPEED);
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if (shift){
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speed *= 0.25f;
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camera->position.y -= 0.2f;
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camera->zoom = 0.9f * dt + camera->zoom * (1.0f - dt);
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speed *= CROUCH_SPEED_MUL;
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camera->position.y += CROUCH_SHIFT_Y;
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camera->zoom = CROUCH_ZOOM * dt + camera->zoom * (1.0f - dt);
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} else if (sprint){
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speed *= 1.5f;
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camera->zoom = 1.1f * dt + camera->zoom * (1.0f - dt);
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speed *= RUN_SPEED_MUL;
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camera->zoom = RUN_ZOOM * dt + camera->zoom * (1.0f - dt);
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} else {
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camera->zoom = dt + camera->zoom * (1.0f - dt);
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}
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if (zoom)
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camera->zoom = C_ZOOM * dt + camera->zoom * (1.0f - dt);
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if (Events::pressed(GLFW_KEY_SPACE) && hitbox->grounded){
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hitbox->velocity.y = 6.0f;
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}
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@ -114,10 +129,17 @@ void update_controls(PhysicsSolver* physics,
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dir.x -= camera->right.x;
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dir.z -= camera->right.z;
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}
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if (length(dir) > 0.0f)
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hitbox->linear_damping = DEFAULT_AIR_DAMPING;
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if (length(dir) > 0.0f){
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dir = normalize(dir);
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hitbox->velocity.x = dir.x * speed;
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hitbox->velocity.z = dir.z * speed;
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if (!hitbox->grounded)
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hitbox->linear_damping = PLAYER_NOT_ONGROUND_DAMPING;
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hitbox->velocity.x += dir.x * speed * delta * 16;
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hitbox->velocity.z += dir.z * speed * delta * 16;
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}
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if (Events::_cursor_locked){
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player->camY += -Events::deltaY / Window::height * 2;
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@ -137,29 +159,27 @@ void update_controls(PhysicsSolver* physics,
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void update_interaction(Chunks* chunks, PhysicsSolver* physics, Player* player, Lighting* lighting){
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Camera* camera = player->camera;
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{
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vec3 end;
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vec3 norm;
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vec3 iend;
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voxel* vox = chunks->rayCast(camera->position, camera->front, 10.0f, end, norm, iend);
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if (vox != nullptr){
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lineBatch->box(iend.x+0.5f, iend.y+0.5f, iend.z+0.5f, 1.005f,1.005f,1.005f, 0,0,0,0.5f);
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vec3 end;
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vec3 norm;
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vec3 iend;
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voxel* vox = chunks->rayCast(camera->position, camera->front, 10.0f, end, norm, iend);
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if (vox != nullptr){
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lineBatch->box(iend.x+0.5f, iend.y+0.5f, iend.z+0.5f, 1.005f,1.005f,1.005f, 0,0,0,0.5f);
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if (Events::jclicked(GLFW_MOUSE_BUTTON_1)){
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int x = (int)iend.x;
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int y = (int)iend.y;
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int z = (int)iend.z;
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chunks->set(x,y,z, 0);
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lighting->onBlockSet(x,y,z,0);
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}
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if (Events::jclicked(GLFW_MOUSE_BUTTON_2)){
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int x = (int)(iend.x)+(int)(norm.x);
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int y = (int)(iend.y)+(int)(norm.y);
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int z = (int)(iend.z)+(int)(norm.z);
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if (!physics->isBlockInside(x,y,z, player->hitbox)){
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chunks->set(x, y, z, player->choosenBlock);
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lighting->onBlockSet(x,y,z, player->choosenBlock);
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}
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if (Events::jclicked(GLFW_MOUSE_BUTTON_1)){
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int x = (int)iend.x;
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int y = (int)iend.y;
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int z = (int)iend.z;
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chunks->set(x,y,z, 0);
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lighting->onBlockSet(x,y,z,0);
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}
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if (Events::jclicked(GLFW_MOUSE_BUTTON_2)){
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int x = (int)(iend.x)+(int)(norm.x);
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int y = (int)(iend.y)+(int)(norm.y);
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int z = (int)(iend.z)+(int)(norm.z);
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if (!physics->isBlockInside(x,y,z, player->hitbox)){
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chunks->set(x, y, z, player->choosenBlock);
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lighting->onBlockSet(x,y,z, player->choosenBlock);
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}
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}
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}
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