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Collision fixes, better camera in build mode
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cbae0d753f
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@ -146,8 +146,10 @@ impl<'a> System<'a> for Sys {
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for _ in 0..increments as usize {
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pos.0 += pos_delta / increments;
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const MAX_ATTEMPTS: usize = 16;
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// While the player is colliding with the terrain...
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while collision_with(pos.0, near_iter.clone()) && attempts < 16 {
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while collision_with(pos.0, near_iter.clone()) && attempts < MAX_ATTEMPTS {
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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(-player_rad, -player_rad, 0.0),
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@ -180,9 +182,11 @@ impl<'a> System<'a> for Sys {
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})
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// Find the maximum of the minimum collision axes (this bit is weird, trust me that it works)
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.max_by_key(|(_, block_aabb)| {
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((player_aabb.collision_vector_with_aabb(*block_aabb) / vel.0)
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((player_aabb
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.collision_vector_with_aabb(*block_aabb)
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.map(|e| e.abs())
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.reduce_partial_min()
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.product()
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+ block_aabb.min.z)
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* 1_000_000.0) as i32
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})
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.expect("Collision detected, but no colliding blocks found!");
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@ -240,6 +244,11 @@ impl<'a> System<'a> for Sys {
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attempts += 1;
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}
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if attempts == MAX_ATTEMPTS {
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pos.0 = old_pos;
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break;
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}
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}
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if on_ground {
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@ -127,8 +127,18 @@ impl Scene {
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// Alter camera position to match player.
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let tilt = self.camera.get_orientation().y;
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let dist = self.camera.get_distance();
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let up = if client
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.state()
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.read_storage::<comp::CanBuild>()
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.get(client.entity())
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.is_some()
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{
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1.5
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} else {
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1.2
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};
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self.camera.set_focus_pos(
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player_pos + Vec3::unit_z() * (1.2 + dist * 0.15 - tilt.min(0.0) * dist * 0.75),
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player_pos + Vec3::unit_z() * (up + dist * 0.15 - tilt.min(0.0) * dist * 0.75),
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);
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// Tick camera for interpolation.
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