Merge branch 'main' of https://github.com/MihailRis/VoxelEngine-Cpp
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commit
6d5be563d6
@ -13,6 +13,7 @@ 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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float gravityScale,
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bool collisions) {
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float s = 2.0/BLOCK_AABB_GRID;
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hitbox->grounded = false;
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for (unsigned i = 0; i < substeps; i++){
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float dt = delta / (float)substeps;
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@ -42,8 +43,8 @@ void PhysicsSolver::step(Chunks* chunks, Hitbox* hitbox, float delta, unsigned s
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float y = (pos.y-half.y-E);
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hitbox->grounded = false;
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for (float x = (px-half.x+E); x <= (px+half.x-E); x++){
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for (float z = (pos.z-half.z+E); z <= (pos.z+half.z-E); z++){
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for (float x = (px-half.x+E); x <= (px+half.x-E); x+=s){
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for (float z = (pos.z-half.z+E); z <= (pos.z+half.z-E); z+=s){
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if (chunks->isObstacle(x,y,z)){
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hitbox->grounded = true;
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break;
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@ -54,8 +55,8 @@ void PhysicsSolver::step(Chunks* chunks, Hitbox* hitbox, float delta, unsigned s
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pos.z = pz;
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hitbox->grounded = false;
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for (float x = (pos.x-half.x+E); x <= (pos.x+half.x-E); x++){
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for (float z = (pz-half.z+E); z <= (pz+half.z-E); z++){
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for (float x = (pos.x-half.x+E); x <= (pos.x+half.x-E); x+=s){
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for (float z = (pz-half.z+E); z <= (pz+half.z-E); z+=s){
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if (chunks->isObstacle(x,y,z)){
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hitbox->grounded = true;
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break;
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