update 'hitbox' property semantics
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37f28a768c
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@ -2,7 +2,7 @@
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"components": [
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"drop"
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],
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"hitbox": [0.2, 0.125, 0.2],
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"hitbox": [0.4, 0.25, 0.4],
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"sensors": [
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["aabb", -0.2, -0.2, -0.2, 0.2, 0.2, 0.2],
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["radius", 1.6]
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@ -3,5 +3,5 @@
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"falling_block"
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],
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"rig-name": "base:block",
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"hitbox": [0.4, 0.4, 0.4]
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"hitbox": [0.8, 0.8, 0.8]
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}
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@ -1,3 +1,3 @@
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{
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"hitbox": [0.3, 0.9, 0.3]
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"hitbox": [0.6, 1.8, 0.6]
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}
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@ -143,9 +143,10 @@ void CameraControl::switchCamera() {
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}
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void CameraControl::update(const PlayerInput& input, float delta, Chunks* chunks) {
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offset = glm::vec3(0.0f, 0.7f, 0.0f);
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offset = glm::vec3(0.0f, 0.0f, 0.0f);
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if (auto hitbox = player->getHitbox()) {
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offset.y += hitbox->halfsize.y * (0.7f/0.9f);
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if (settings.shaking.get() && !input.cheat) {
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offset += updateCameraShaking(*hitbox, delta);
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}
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@ -85,7 +85,7 @@ entityid_t Entities::spawn(
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const auto& tsf = registry.emplace<Transform>(
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entity, position, glm::vec3(1.0f), glm::mat3(1.0f), glm::mat4(1.0f), true);
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auto& body = registry.emplace<Rigidbody>(
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entity, true, Hitbox {def.bodyType, position, def.hitbox}, std::vector<Sensor>{});
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entity, true, Hitbox {def.bodyType, position, def.hitbox*0.5f}, std::vector<Sensor>{});
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body.sensors.resize(def.radialSensors.size() + def.boxSensors.size());
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for (auto& [i, box] : def.boxSensors) {
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@ -20,7 +20,7 @@ struct EntityDef {
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std::vector<std::string> components;
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BodyType bodyType = BodyType::DYNAMIC;
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glm::vec3 hitbox {0.5f};
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glm::vec3 hitbox {0.25f};
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std::vector<std::pair<size_t, AABB>> boxSensors {};
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std::vector<std::pair<size_t, float>> radialSensors {};
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std::string rigName = name;
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