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Initial iterator optimization by using internal iteration at the vol_grid level, water/walls not switched over yet
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@ -163,6 +163,30 @@ impl<V, S: RectVolSize, M: Clone> ReadVol for Chonk<V, S, M> {
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.map_err(Self::Error::SubChunkError)
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}
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}
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/// Call provided closure with each block in the supplied Aabb
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/// Portions of the Aabb outside this chonk are ignored
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//#[inline]
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fn for_each_in(&self, aabb: Aabb<i32>, mut f: impl FnMut(Vec3<i32>, V))
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where
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V: Copy,
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{
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for x in aabb.min.x..aabb.max.x + 1 {
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for y in aabb.min.y..aabb.max.y + 1 {
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for z in aabb.min.z..aabb.max.z + 1 {
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if let Ok(block) = self.get(Vec3::new(x, y, z)) {
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f(Vec3::new(x, y, z), *block);
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}
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}
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}
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}
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// TODO
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//let min_z = self.get_min_z();
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//let max_z = self.get_max_z();
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// Iterate through blocks in above terrain
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// Iterate through blocks in subchunks
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// Iterate through bloks in below terrain
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}
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}
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impl<V: Clone + PartialEq, S: RectVolSize, M: Clone> WriteVol for Chonk<V, S, M> {
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@ -111,6 +111,27 @@ pub trait ReadVol: BaseVol {
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{
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Ray::new(self, from, to, |_| true)
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}
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/// Call provided closure with each block in the supplied Aabb
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/// Portions of the Aabb outside the volume are ignored
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//#[inline]
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fn for_each_in(&self, aabb: Aabb<i32>, mut f: impl FnMut(Vec3<i32>, Self::Vox))
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where
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Self::Vox: Copy,
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{
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(aabb.min.x..=aabb.max.x)
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.map(|x| {
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(aabb.min.y..=aabb.max.y)
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.map(move |y| (aabb.min.z..=aabb.max.z).map(move |z| Vec3::new(x, y, z)))
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})
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.flatten()
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.flatten()
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.for_each(|pos| {
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if let Ok(vox) = self.get(pos) {
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f(pos, *vox);
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}
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});
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}
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}
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/// A volume that provides the ability to sample (i.e., clone a section of) its
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@ -53,6 +53,40 @@ impl<V: RectRasterableVol + ReadVol + Debug> ReadVol for VolGrid2d<V> {
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chunk.get(co).map_err(VolGrid2dError::ChunkError)
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})
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}
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// /// Call provided closure with each block in the supplied Aabb
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// /// Areas outside loaded chunks are ignored
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fn for_each_in(&self, aabb: Aabb<i32>, mut f: impl FnMut(Vec3<i32>, Self::Vox))
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where
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Self::Vox: Copy,
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{
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let min_chunk_key = self.pos_key(aabb.min);
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let max_chunk_key = self.pos_key(aabb.max);
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for key_x in min_chunk_key.x..max_chunk_key.x + 1 {
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for key_y in min_chunk_key.y..max_chunk_key.y + 1 {
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let key = Vec2::new(key_x, key_y);
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let pos = self.key_pos(key);
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// Calculate intersection of Aabb and this chunk
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// TODO: should we do this more implicitly as part of the loop
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// TODO: this probably has to be computed in the chunk.for_each_in() as well
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// maybe remove here?
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let intersection = aabb.intersection(Aabb {
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min: pos.with_z(i32::MIN),
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// -1 here since the Aabb is inclusive and chunk_offs below will wrap it if
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// it's outside the range of the chunk
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max: (pos + Self::chunk_size().map(|e| e as i32) - 1).with_z(i32::MAX),
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});
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// Map intersection into chunk coordinates
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let intersection = Aabb {
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min: Self::chunk_offs(intersection.min),
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max: Self::chunk_offs(intersection.max),
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};
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if let Some(chonk) = self.get_key(key) {
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chonk.for_each_in(intersection, |pos_offset, block| f(pos_offset + pos, block));
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}
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}
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}
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}
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}
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// TODO: This actually breaks the API: samples are supposed to have an offset of
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@ -117,34 +151,43 @@ impl<V: RectRasterableVol> VolGrid2d<V> {
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}
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}
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//#[inline]
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pub fn chunk_size() -> Vec2<u32> { V::RECT_SIZE }
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//#[inline]
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pub fn insert(&mut self, key: Vec2<i32>, chunk: Arc<V>) -> Option<Arc<V>> {
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self.chunks.insert(key, chunk)
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}
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//#[inline]
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pub fn get_key(&self, key: Vec2<i32>) -> Option<&V> {
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self.chunks.get(&key).map(|arc_chunk| arc_chunk.as_ref())
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}
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//#[inline]
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pub fn get_key_arc(&self, key: Vec2<i32>) -> Option<&Arc<V>> { self.chunks.get(&key) }
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pub fn clear(&mut self) { self.chunks.clear(); }
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pub fn drain(&mut self) -> hash_map::Drain<Vec2<i32>, Arc<V>> { self.chunks.drain() }
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//#[inline]
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pub fn remove(&mut self, key: Vec2<i32>) -> Option<Arc<V>> { self.chunks.remove(&key) }
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//#[inline]
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pub fn key_pos(&self, key: Vec2<i32>) -> Vec2<i32> { key * V::RECT_SIZE.map(|e| e as i32) }
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//#[inline]
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pub fn pos_key(&self, pos: Vec3<i32>) -> Vec2<i32> { Self::chunk_key(pos) }
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//#[inline]
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pub fn iter(&self) -> ChunkIter<V> {
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ChunkIter {
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iter: self.chunks.iter(),
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}
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}
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//#[inline]
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pub fn cached(&self) -> CachedVolGrid2d<V> { CachedVolGrid2d::new(self) }
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}
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@ -1342,10 +1342,11 @@ fn box_voxel_collision<'a, T: BaseVol<Vox = Block> + ReadVol>(
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clippy::cast_possible_truncation,
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clippy::cast_sign_loss
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)]
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prof_span!("box_voxel_collision");
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// Function for iterating over the blocks the player at a specific position
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// collides with
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fn collision_iter<'a, T: BaseVol<Vox = Block> + ReadVol>(
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/*fn collision_iter<'a, T: BaseVol<Vox = Block> + ReadVol>(
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pos: Vec3<f32>,
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terrain: &'a T,
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hit: &'a impl Fn(&Block) -> bool,
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@ -1386,7 +1387,7 @@ fn box_voxel_collision<'a, T: BaseVol<Vox = Block> + ReadVol>(
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None
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})
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}
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}*/
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// Function for determining whether the player at a specific position collides
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// with blocks with the given criteria
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@ -1394,21 +1395,36 @@ fn box_voxel_collision<'a, T: BaseVol<Vox = Block> + ReadVol>(
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pos: Vec3<f32>,
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terrain: &'a T,
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hit: impl Fn(&Block) -> bool,
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near_iter: impl Iterator<Item = (i32, i32, i32)> + 'a,
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near_aabb: Aabb<i32>,
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radius: f32,
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z_range: Range<f32>,
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) -> bool {
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collision_iter(
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pos,
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terrain,
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&|block| block.is_solid() && hit(block),
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&Block::solid_height,
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near_iter,
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radius,
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z_range,
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)
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.next()
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.is_some()
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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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// Calculate the world space near aabb
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let near_aabb = Aabb {
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min: near_aabb.min + pos.map(|e| e.floor() as i32),
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max: near_aabb.max + pos.map(|e| e.floor() as i32),
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};
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let mut collision = false;
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// TODO: could short-circuit here
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terrain.for_each_in(near_aabb, |block_pos, block| {
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if block.is_solid() && hit(&block) {
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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, block.solid_height()),
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};
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if player_aabb.collides_with_aabb(block_aabb) {
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collision = true;
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}
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}
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});
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collision
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}
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// Should be easy to just make clippy happy if we want?
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@ -1434,12 +1450,21 @@ fn box_voxel_collision<'a, T: BaseVol<Vox = Block> + ReadVol>(
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})
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.flatten();
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let near_aabb = Aabb {
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min: Vec3::new(
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-hdist,
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-hdist,
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1 - Block::MAX_HEIGHT.ceil() as i32 + z_min.floor() as i32,
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),
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max: Vec3::new(hdist, hdist, z_max.ceil() as i32),
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};
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let z_range = z_min..z_max;
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physics_state.on_ground = None;
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physics_state.on_ceiling = false;
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let mut on_ground = None;
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let mut on_ground = None::<Block>;
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let mut on_ceiling = false;
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// Don't loop infinitely here
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let mut attempts = 0;
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@ -1452,10 +1477,12 @@ fn box_voxel_collision<'a, T: BaseVol<Vox = Block> + ReadVol>(
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.clamped(1, MAX_INCREMENTS);
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let old_pos = pos.0;
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for _ in 0..increments {
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prof_span!("increment");
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const MAX_ATTEMPTS: usize = 16;
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pos.0 += pos_delta / increments as f32;
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let try_colliding_block = |pos: &Pos| {
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prof_span!("most colliding check");
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// Calculate the player's AABB
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let player_aabb = Aabb {
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min: pos.0 + Vec3::new(-radius, -radius, z_min),
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@ -1465,41 +1492,51 @@ fn box_voxel_collision<'a, T: BaseVol<Vox = Block> + ReadVol>(
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// Determine the block that we are colliding with most
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// (based on minimum collision axis)
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// (if we are colliding with one)
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//
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// 1) Calculate the block's positions in world space
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// 2) Make sure the block is actually solid
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// 3) Calculate block AABB
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// 4) Find the maximum of the minimum collision axes
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// (this bit is weird, trust me that it works)
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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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.filter_map(|block_pos| {
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terrain
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.get(block_pos)
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.ok()
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.filter(|block| block.is_solid())
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.map(|block| (block_pos, block))
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})
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.map(|(block_pos, block)| {
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(
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block_pos,
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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)
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+ Vec3::new(1.0, 1.0, block.solid_height()),
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},
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block,
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)
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})
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.filter(|(_, block_aabb, _)| block_aabb.collides_with_aabb(player_aabb))
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.min_by_key(|(_, block_aabb, _)| {
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ordered_float::OrderedFloat(
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(block_aabb.center() - player_aabb.center() - Vec3::unit_z() * 0.5)
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.map(f32::abs)
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.sum(),
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)
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})
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let mut most_colliding = None;
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// Calculate the world space near aabb
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let near_aabb = Aabb {
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min: near_aabb.min + pos.0.map(|e| e.floor() as i32),
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max: near_aabb.max + pos.0.map(|e| e.floor() as i32),
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};
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let player_overlap = |block_aabb: Aabb<f32>| {
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ordered_float::OrderedFloat(
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(block_aabb.center() - player_aabb.center() - Vec3::unit_z() * 0.5)
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.map(f32::abs)
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.sum(),
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)
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};
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terrain.for_each_in(near_aabb, |block_pos, block| {
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// Make sure the block is actually solid
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if block.is_solid() {
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// Calculate block AABB
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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)
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+ Vec3::new(1.0, 1.0, block.solid_height()),
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};
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// Determine whether the block's AABB collides with the player's AABB
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if block_aabb.collides_with_aabb(player_aabb) {
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most_colliding = match most_colliding {
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// Select the minimum of the value from `player_overlap`
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other @ Some((_, other_block_aabb, _))
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if {
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// TODO: comment below is outdated (as of ~1 year ago)
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// Find the maximum of the minimum collision axes (this bit
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// is weird, trust me that it works)
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player_overlap(block_aabb) >= player_overlap(other_block_aabb)
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} =>
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{
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other
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},
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_ => Some((block_pos, block_aabb, block)),
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}
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}
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}
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});
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most_colliding
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};
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// While the player is colliding with the terrain...
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@ -1531,7 +1568,7 @@ fn box_voxel_collision<'a, T: BaseVol<Vox = Block> + ReadVol>(
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// ground
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/* if resolve_dir.z > 0.0 && vel.0.z <= 0.0 { */
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if resolve_dir.z > 0.0 {
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on_ground = Some(*block);
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on_ground = Some(block);
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if !was_on_ground {
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land_on_ground(entity, *vel);
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@ -1544,33 +1581,33 @@ fn box_voxel_collision<'a, T: BaseVol<Vox = Block> + ReadVol>(
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// with a wall
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//
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// If we're being pushed out horizontally...
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let pushed_horizontaly = resolve_dir.z == 0.0;
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if resolve_dir.z == 0.0
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// ...and the vertical resolution direction is sufficiently great...
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let vertical_resolution = dir.z < -0.1;
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&& dir.z < -0.1
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// ...and the space above is free...
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let space_above_is_free = !collision_with(
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Vec3::new(pos.0.x, pos.0.y, (pos.0.z + 0.1).ceil()),
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&terrain,
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always_hits,
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near_iter.clone(),
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radius,
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z_range.clone(),
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);
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&& {
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prof_span!("space above free");
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!collision_with(
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Vec3::new(pos.0.x, pos.0.y, (pos.0.z + 0.1).ceil()),
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&terrain,
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always_hits,
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near_aabb,
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radius,
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z_range.clone(),
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)
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}
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// ...and there is a collision with a block beneath our current hitbox...
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let block_beneath_collides = collision_with(
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pos.0 + resolve_dir - Vec3::unit_z() * 1.25,
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&terrain,
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always_hits,
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near_iter.clone(),
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radius,
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z_range.clone(),
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);
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if pushed_horizontaly
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&& vertical_resolution
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&& space_above_is_free
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&& block_beneath_collides
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{
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&& {
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prof_span!("collision beneath");
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collision_with(
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pos.0 + resolve_dir - Vec3::unit_z() * 1.25,
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&terrain,
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always_hits,
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near_aabb,
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radius,
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z_range.clone(),
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)
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} {
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// ...block-hop!
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pos.0.z = pos.0.z.max(block_aabb.max.z);
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vel.0.z = vel.0.z.max(0.0);
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@ -1579,7 +1616,7 @@ fn box_voxel_collision<'a, T: BaseVol<Vox = Block> + ReadVol>(
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if (vel.0 * resolve_dir).xy().magnitude_squared() < 1.0_f32.powi(2) {
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pos.0 -= resolve_dir.normalized() * 0.05;
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}
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on_ground = Some(*block);
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on_ground = Some(block);
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break;
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}
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@ -1613,17 +1650,21 @@ fn box_voxel_collision<'a, T: BaseVol<Vox = Block> + ReadVol>(
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if on_ground.is_some() {
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physics_state.on_ground = on_ground;
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// If the space below us is free, then "snap" to the ground
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} else if collision_with(
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pos.0 - Vec3::unit_z() * 1.1,
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&terrain,
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always_hits,
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near_iter.clone(),
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radius,
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z_range.clone(),
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) && vel.0.z <= 0.0
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} else if {
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prof_span!("snap check");
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collision_with(
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pos.0 - Vec3::unit_z() * 1.1,
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&terrain,
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always_hits,
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near_aabb,
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radius,
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z_range.clone(),
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)
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} && vel.0.z <= 0.0
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&& was_on_ground
|
||||
&& block_snap
|
||||
{
|
||||
prof_span!("snap!!");
|
||||
let snap_height = terrain
|
||||
.get(Vec3::new(pos.0.x, pos.0.y, pos.0.z - 0.1).map(|e| e.floor() as i32))
|
||||
.ok()
|
||||
@ -1660,6 +1701,7 @@ fn box_voxel_collision<'a, T: BaseVol<Vox = Block> + ReadVol>(
|
||||
// Find liquid immersion and wall collision all in one round of iteration
|
||||
let mut liquid = None::<(LiquidKind, f32)>;
|
||||
let mut wall_dir_collisions = [false; 4];
|
||||
prof_span!(guard, "liquid/walls");
|
||||
near_iter.for_each(|(i, j, k)| {
|
||||
let block_pos = player_voxel_pos + Vec3::new(i, j, k);
|
||||
|
||||
@ -1696,6 +1738,7 @@ fn box_voxel_collision<'a, T: BaseVol<Vox = Block> + ReadVol>(
|
||||
}
|
||||
}
|
||||
});
|
||||
drop(guard);
|
||||
|
||||
// Use wall collision results to determine if we are against a wall
|
||||
let mut on_wall = None;
|
||||
|
Loading…
Reference in New Issue
Block a user