PhysicsSolver minor refactor, changed crouch speed
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@ -15,7 +15,7 @@
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#include "../core_defs.h"
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#define CROUCH_SPEED_MUL 0.25f
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#define CROUCH_SPEED_MUL 0.35f
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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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@ -7,41 +7,42 @@
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#define E 0.03
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using glm::vec3;
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PhysicsSolver::PhysicsSolver(vec3 gravity) : gravity(gravity) {
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}
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void PhysicsSolver::step(Chunks* chunks, Hitbox* hitbox, float delta, unsigned substeps, bool shifting,
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void PhysicsSolver::step(
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Chunks* chunks,
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Hitbox* hitbox,
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float delta,
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uint substeps,
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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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bool collisions)
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{
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float dt = delta / float(substeps);
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float linear_damping = hitbox->linear_damping;
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float s = 2.0f/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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float linear_damping = hitbox->linear_damping;
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for (uint i = 0; i < substeps; i++) {
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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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vel.x += gravity.x*dt * gravityScale;
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vel.y += gravity.y*dt * gravityScale;
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vel.z += gravity.z*dt * gravityScale;
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float px = pos.x;
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float pz = pos.z;
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vel += gravity * dt * gravityScale;
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if (collisions) {
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colisionCalc(chunks, hitbox, &vel, &pos, half);
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colisionCalc(chunks, hitbox, vel, pos, half);
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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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vel.x *= glm::max(0.0f, 1.0f - dt * linear_damping);
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vel.z *= glm::max(0.0f, 1.0f - dt * linear_damping);
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pos += vel * dt;
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if (shifting && hitbox->grounded){
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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+=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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@ -51,10 +52,10 @@ void PhysicsSolver::step(Chunks* chunks, Hitbox* hitbox, float delta, unsigned s
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}
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}
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}
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if (!hitbox->grounded)
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if (!hitbox->grounded) {
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pos.z = pz;
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}
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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+=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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@ -63,91 +64,97 @@ void PhysicsSolver::step(Chunks* chunks, Hitbox* hitbox, float delta, unsigned s
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}
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}
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}
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if (!hitbox->grounded)
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if (!hitbox->grounded) {
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pos.x = px;
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}
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hitbox->grounded = true;
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}
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}
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}
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void PhysicsSolver::colisionCalc(Chunks* chunks, Hitbox* hitbox, vec3* vel, vec3* pos, vec3 half){
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void PhysicsSolver::colisionCalc(
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Chunks* chunks,
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Hitbox* hitbox,
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vec3& vel,
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vec3& pos,
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const vec3 half)
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{
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// step size (smaller - more accurate, but slower)
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float s = 2.0/BLOCK_AABB_GRID;
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float s = 2.0f/BLOCK_AABB_GRID;
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const AABB* aabb;
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if (vel->x < 0.0){
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for (float y = (pos->y-half.y+E); y <= (pos->y+half.y-E); y+=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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float x = (pos->x-half.x-E);
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if (vel.x < 0.0f){
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for (float y = (pos.y-half.y+E); y <= (pos.y+half.y-E); y+=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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float x = (pos.x-half.x-E);
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if ((aabb = chunks->isObstacle(x,y,z))){
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vel->x *= 0.0;
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pos->x = floor(x) + aabb->max().x + half.x + E;
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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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break;
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}
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}
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}
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}
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if (vel->x > 0.0){
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for (float y = (pos->y-half.y+E); y <= (pos->y+half.y-E); y+=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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float x = (pos->x+half.x+E);
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if (vel.x > 0.0f){
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for (float y = (pos.y-half.y+E); y <= (pos.y+half.y-E); y+=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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float x = (pos.x+half.x+E);
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if ((aabb = chunks->isObstacle(x,y,z))){
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vel->x *= 0.0;
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pos->x = floor(x) - half.x + aabb->min().x - E;
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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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break;
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}
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}
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}
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}
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if (vel->z < 0.0){
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for (float y = (pos->y-half.y+E); y <= (pos->y+half.y-E); y+=s){
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for (float x = (pos->x-half.x+E); x <= (pos->x+half.x-E); x+=s){
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float z = (pos->z-half.z-E);
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if (vel.z < 0.0f){
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for (float y = (pos.y-half.y+E); y <= (pos.y+half.y-E); y+=s){
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for (float x = (pos.x-half.x+E); x <= (pos.x+half.x-E); x+=s){
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float z = (pos.z-half.z-E);
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if ((aabb = chunks->isObstacle(x,y,z))){
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vel->z *= 0.0;
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pos->z = floor(z) + aabb->max().z + half.z + E;
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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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break;
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}
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}
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}
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}
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if (vel->z > 0.0){
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for (float y = (pos->y-half.y+E); y <= (pos->y+half.y-E); y+=s){
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for (float x = (pos->x-half.x+E); x <= (pos->x+half.x-E); x+=s){
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float z = (pos->z+half.z+E);
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if (vel.z > 0.0f){
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for (float y = (pos.y-half.y+E); y <= (pos.y+half.y-E); y+=s){
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for (float x = (pos.x-half.x+E); x <= (pos.x+half.x-E); x+=s){
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float z = (pos.z+half.z+E);
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if ((aabb = chunks->isObstacle(x,y,z))){
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vel->z *= 0.0;
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pos->z = floor(z) - half.z + aabb->min().z - E;
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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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break;
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}
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}
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}
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}
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if (vel->y < 0.0){
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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 = (pos->z-half.z+E); z <= (pos->z+half.z-E); z+=s){
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float y = (pos->y-half.y-E);
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if (vel.y < 0.0f){
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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 = (pos.z-half.z+E); z <= (pos.z+half.z-E); z+=s){
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float y = (pos.y-half.y-E);
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if ((aabb = chunks->isObstacle(x,y,z))){
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vel->y *= 0.0;
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pos->y = floor(y) + aabb->max().y + half.y;
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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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hitbox->grounded = true;
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break;
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}
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}
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}
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}
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if (vel->y > 0.0){
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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 = (pos->z-half.z+E); z <= (pos->z+half.z-E); z+=s){
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float y = (pos->y+half.y+E);
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if (vel.y > 0.0f){
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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 = (pos.z-half.z+E); z <= (pos.z+half.z-E); z+=s){
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float y = (pos.y+half.y+E);
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if ((aabb = chunks->isObstacle(x,y,z))){
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vel->y *= 0.0;
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pos->y = floor(y) - half.y + aabb->min().y - E;
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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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break;
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}
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}
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@ -2,8 +2,7 @@
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#define PHYSICS_PHYSICSSOLVER_H_
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#include <glm/glm.hpp>
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#include <glm/ext.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include "../typedefs.h"
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class Hitbox;
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class Chunks;
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@ -15,11 +14,11 @@ public:
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void step(Chunks* chunks,
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Hitbox* hitbox,
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float delta,
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unsigned substeps,
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uint substeps,
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bool shifting,
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float gravityScale,
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bool collisions);
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void colisionCalc(Chunks* chunks, Hitbox* hitbox, glm::vec3* vel, glm::vec3* pos, glm::vec3 half);
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void colisionCalc(Chunks* chunks, Hitbox* hitbox, glm::vec3& vel, glm::vec3& pos, const glm::vec3 half);
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bool isBlockInside(int x, int y, int z, Hitbox* hitbox);
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};
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