Collision inside of blocks fix test
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@ -6,6 +6,7 @@
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#include "../voxels/Chunks.h"
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const double E = 0.03;
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const double MAX_FIX = 0.1;
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using glm::vec3;
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@ -90,7 +91,10 @@ void PhysicsSolver::colisionCalc(
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float x = (pos.x-half.x-E);
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if ((aabb = chunks->isObstacleAt(x,y,z))){
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vel.x *= 0.0f;
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pos.x = floor(x) + aabb->max().x + half.x + E;
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float newx = floor(x) + aabb->max().x + half.x + E;
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if (glm::abs(newx-pos.x) <= MAX_FIX) {
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pos.x = newx;
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}
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break;
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}
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}
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@ -102,7 +106,10 @@ void PhysicsSolver::colisionCalc(
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float x = (pos.x+half.x+E);
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if ((aabb = chunks->isObstacleAt(x,y,z))){
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vel.x *= 0.0f;
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pos.x = floor(x) - half.x + aabb->min().x - E;
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float newx = floor(x) - half.x + aabb->min().x - E;
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if (glm::abs(newx-pos.x) <= MAX_FIX) {
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pos.x = newx;
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}
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break;
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}
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}
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@ -115,7 +122,10 @@ void PhysicsSolver::colisionCalc(
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float z = (pos.z-half.z-E);
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if ((aabb = chunks->isObstacleAt(x,y,z))){
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vel.z *= 0.0f;
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pos.z = floor(z) + aabb->max().z + half.z + E;
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float newz = floor(z) + aabb->max().z + half.z + E;
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if (glm::abs(newz-pos.z) <= MAX_FIX) {
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pos.z = newz;
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}
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break;
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}
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}
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@ -128,7 +138,10 @@ void PhysicsSolver::colisionCalc(
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float z = (pos.z+half.z+E);
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if ((aabb = chunks->isObstacleAt(x,y,z))){
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vel.z *= 0.0f;
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pos.z = floor(z) - half.z + aabb->min().z - E;
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float newz = floor(z) - half.z + aabb->min().z - E;
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if (glm::abs(newz-pos.z) <= MAX_FIX) {
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pos.z = newz;
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}
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break;
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}
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}
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@ -141,7 +154,10 @@ void PhysicsSolver::colisionCalc(
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float y = (pos.y-half.y-E);
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if ((aabb = chunks->isObstacleAt(x,y,z))){
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vel.y *= 0.0f;
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pos.y = floor(y) + aabb->max().y + half.y;
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float newy = floor(y) + aabb->max().y + half.y;
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if (glm::abs(newy-pos.y) <= MAX_FIX) {
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pos.y = newy;
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}
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hitbox->grounded = true;
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break;
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}
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@ -154,7 +170,10 @@ void PhysicsSolver::colisionCalc(
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float y = (pos.y+half.y+E);
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if ((aabb = chunks->isObstacleAt(x,y,z))){
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vel.y *= 0.0f;
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pos.y = floor(y) - half.y + aabb->min().y - E;
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float newy = floor(y) - half.y + aabb->min().y - E;
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if (glm::abs(newy-pos.y) <= MAX_FIX) {
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pos.y = newy;
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}
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break;
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}
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}
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