Added 'perfect' collisions

This commit is contained in:
Joshua Barretto 2019-07-09 13:37:51 +01:00
parent 6bb48760d7
commit 0f0f28284c

View File

@ -219,7 +219,7 @@ impl<'a> System<'a> for Sys {
pos.0 += pos_delta / increments;
// While the player is colliding with the terrain...
while collision_with(pos.0, near_iter.clone()) && attempts < 32 {
while collision_with(pos.0, near_iter.clone()) && attempts < 12 {
// Calculate the player's AABB
let player_aabb = Aabb {
min: pos.0 + Vec3::new(-player_rad, -player_rad, 0.0),
@ -283,7 +283,7 @@ impl<'a> System<'a> for Sys {
// ...and we're being pushed out horizontally...
&& resolve_dir.z == 0.0
// ...and the vertical resolution direction is sufficiently great...
&& -dir.z > 0.5
&& -dir.z > 0.1
// ...and we're falling/standing OR there is a block *directly* beneath our current origin (note: not hitbox)...
&& (vel.0.z <= 0.0 || terrain
.get((pos.0 - Vec3::unit_z()).map(|e| e.floor() as i32))
@ -302,9 +302,10 @@ impl<'a> System<'a> for Sys {
} else {
// Resolve the collision normally
pos.0 += resolve_dir;
vel.0 = vel
.0
.map2(resolve_dir, |e, d| if d == 0.0 { e } else { 0.0 });
vel.0 = vel.0.map2(
resolve_dir,
|e, d| if d * e.signum() < 0.0 { 0.0 } else { e },
);
}
attempts += 1;