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Resolved collision bugs with prioritised collision system
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parent
ae168711d7
commit
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@ -1,3 +1,4 @@
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#![type_length_limit="1615607"]
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#![feature(
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euclidean_division,
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duration_float,
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@ -159,19 +159,11 @@ impl<'a> System<'a> for Sys {
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let player_rad = 0.3; // half-width of the player's AABB
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let player_height = 1.7;
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// Iterate through nearby blocks, prioritise closer ones
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let near_iter = (0..5)
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.map(move |dist| {
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(-dist..=dist).map(move |x| {
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(-dist..=dist).map(move |y| {
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(-dist..=dist)
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.map(move |z| Vec3::new(x, y, z))
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.filter(move |p| p.map(|e: i32| e.abs()).reduce_max() == dist)
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.map(|p| p.into_tuple())
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})
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})
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})
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.flatten()
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let dist = 2;
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let near_iter = (-dist..=dist)
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.map(move |i| (-dist..=dist)
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.map(move |j| (-dist..=dist)
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.map(move |k| (i, j, k))))
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.flatten()
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.flatten();
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@ -185,7 +177,7 @@ impl<'a> System<'a> for Sys {
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.map(|vox| !vox.is_empty())
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.unwrap_or(false)
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{
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let this_aabb = Aabb {
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let player_aabb = Aabb {
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min: pos + Vec3::new(-player_rad, -player_rad, 0.0),
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max: pos + Vec3::new(player_rad, player_rad, player_height),
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};
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@ -194,7 +186,7 @@ impl<'a> System<'a> for Sys {
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max: block_pos.map(|e| e as f32) + 1.0,
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};
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if this_aabb.collides_with_aabb(block_aabb) {
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if player_aabb.collides_with_aabb(block_aabb) {
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return true;
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}
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}
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@ -205,51 +197,53 @@ impl<'a> System<'a> for Sys {
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on_grounds.remove(entity);
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pos.0.z -= 0.0001; // To force collision with the floor
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// For every nearby block...
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let mut on_ground = false;
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for (i, j, k) in near_iter.clone() {
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let block_pos = pos.0.map(|e| e.floor() as i32) + Vec3::new(i, j, k);
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while collision_with(pos.0, near_iter.clone()) {
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let player_aabb = Aabb {
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min: pos.0 + Vec3::new(-player_rad, -player_rad, 0.0),
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max: pos.0 + Vec3::new(player_rad, player_rad, player_height),
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};
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// ...check to see whether it is solid...
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if terrain
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.get(block_pos)
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.map(|vox| !vox.is_empty())
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.unwrap_or(false)
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let (block_pos, block_aabb) = near_iter
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.clone()
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.map(|(i, j, k)| pos.0.map(|e| e.floor() as i32) + Vec3::new(i, j, k))
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.map(|block_pos| {
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let block_aabb = Aabb {
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min: block_pos.map(|e| e as f32),
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max: block_pos.map(|e| e as f32) + 1.0,
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};
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(block_pos, block_aabb)
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})
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.filter(|(_, block_aabb)| block_aabb.collides_with_aabb(player_aabb))
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.filter(|(block_pos, _)| terrain
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.get(*block_pos)
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.map(|vox| !vox.is_empty())
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.unwrap_or(false))
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.max_by_key(|(_, block_aabb)| ((player_aabb.collision_vector_with_aabb(*block_aabb) * Vec3::new(1.0, 1.0, 10.0)).map(|e| e.abs()).reduce_partial_min() * 200.0) as i32)
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.expect("Collision detected, but no colliding blocks found!");
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let dir = player_aabb.collision_vector_with_aabb(block_aabb);
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let max_axis = dir.map(|e| e.abs()).reduce_partial_min();
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let resolve_dir = -dir.map(|e| if e.abs() == max_axis { e } else { 0.0 });
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// When the resolution direction is pointing upwards, we must be on the ground
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if resolve_dir.z > 0.0 {
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on_ground = true;
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}
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if resolve_dir.z == 0.0
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&& !collision_with(pos.0 + Vec3::unit_z() * 1.1, near_iter.clone())
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{
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// ...and calculate bounding boxes for both the player's body and the block.
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let this_aabb = Aabb {
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min: pos.0 + Vec3::new(-player_rad, -player_rad, 0.0),
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max: pos.0 + Vec3::new(player_rad, player_rad, player_height),
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};
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let block_aabb = Aabb {
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min: block_pos.map(|e| e as f32),
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max: block_pos.map(|e| e as f32) + 1.0,
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};
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// If the bounding boxes collide, resolve the collision
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if this_aabb.collides_with_aabb(block_aabb) {
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let dir = this_aabb.collision_vector_with_aabb(block_aabb);
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let max_axis = dir.map(|e| e.abs()).reduce_partial_min();
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let resolve_dir = -dir.map(|e| if e.abs() == max_axis { e } else { 0.0 });
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// When the resolution direction is pointing upwards, we must be on the ground
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if resolve_dir.z > 0.0 {
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on_ground = true;
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}
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if resolve_dir.z == 0.0
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&& !collision_with(pos.0 + Vec3::unit_z() * 1.0, near_iter.clone())
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{
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pos.0.z += 1.0;
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break;
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} else {
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pos.0 += resolve_dir;
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vel.0 = vel
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.0
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.map2(resolve_dir, |e, d| if d == 0.0 { e } else { 0.0 });
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}
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}
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pos.0.z += 1.0;
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on_ground = true;
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break;
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} else {
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pos.0 += resolve_dir;
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vel.0 = vel
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.0
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.map2(resolve_dir, |e, d| if d == 0.0 { e } else { 0.0 });
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}
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}
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