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Merge branch 'aweinstock/tighten_e2t' into 'master'
Make e2t hitboxes tighter by checking the floating point coordinates before looking up voxels. See merge request veloren/veloren!2460
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commit
46dfc119fb
@ -16,6 +16,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
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### Changed
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- Entity-entity pushback is no longer applied in forced movement states like rolling and leaping.
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- Updated audio library (rodio 0.13 -> 0.14).
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- Improve entity-terrain physics performance by reducing the number of voxel lookups.
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### Removed
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@ -1283,11 +1283,22 @@ fn box_voxel_collision<'a, T: BaseVol<Vox = Block> + ReadVol>(
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near_iter.filter_map(move |(i, j, k)| {
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let block_pos = pos.map(|e| e.floor() as i32) + Vec3::new(i, j, k);
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// `near_iter` could be a few blocks too large due to being integer aligned and
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// rounding up, so skip points outside of the tighter bounds before looking them
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// up in the terrain (which incurs a hashmap cost for volgrids)
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let player_aabb = Aabb {
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min: pos + Vec3::new(-radius, -radius, z_range.start),
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max: pos + Vec3::new(radius, radius, z_range.end),
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};
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let block_approx = Aabb {
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min: block_pos.as_(),
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max: block_pos.as_() + Vec3::new(1.0, 1.0, Block::MAX_HEIGHT),
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};
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if !player_aabb.collides_with_aabb(block_approx) {
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return None;
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}
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if let Some(block) = terrain.get(block_pos).ok().copied().filter(hit) {
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let player_aabb = Aabb {
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min: pos + Vec3::new(-radius, -radius, z_range.start),
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max: pos + Vec3::new(radius, radius, z_range.end),
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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) + Vec3::new(1.0, 1.0, height(&block)),
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