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https://gitlab.com/veloren/veloren.git
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simplify water/walls check code, interally iterate in chonks (but not
chunks)
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e7b92789f9
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@ -171,21 +171,48 @@ impl<V, S: RectVolSize, M: Clone> ReadVol for Chonk<V, S, M> {
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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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// Iterate through blocks in above terrain
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if aabb.max.z >= self.get_max_z() {
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let min_z = aabb.min.z.max(self.get_max_z());
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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 min_z..aabb.max.z + 1 {
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f(Vec3::new(x, y, z), self.above);
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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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// Compute lowest & highest subchunks
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{
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let min_z = self.get_min_z().max(aabb.min.z);
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let max_z = (self.get_max_z() - 1).min(aabb.max.z);
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let min_sub_chunk_idx = self.sub_chunk_idx(min_z);
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let max_sub_chunk_idx = self.sub_chunk_idx(max_z);
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for sub_chunk_idx in min_sub_chunk_idx..max_sub_chunk_idx + 1 {
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let z_offset = -Vec3::unit_z()
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* (self.z_offset + sub_chunk_idx * SubChunkSize::<S>::SIZE.z as i32);
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let relative_aabb = Aabb {
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min: aabb.min + z_offset,
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max: aabb.max + z_offset,
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};
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self.sub_chunks[sub_chunk_idx as usize]
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.for_each_in(relative_aabb, |relative_pos, block| {
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f(relative_pos - z_offset, block)
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});
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}
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}
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// Iterate through bloks in below terrain
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if aabb.min.z > self.get_min_z() {
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let max_z = aabb.max.z.min(self.get_min_z() - 1);
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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..max_z + 1 {
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f(Vec3::new(x, y, z), self.below);
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}
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}
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}
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}
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}
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}
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@ -1396,79 +1396,6 @@ fn box_voxel_collision<'a, T: BaseVol<Vox = Block> + ReadVol>(
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#[allow(clippy::trivially_copy_pass_by_ref)]
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fn always_hits(_: &Block) -> bool { true }
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// Stuff for liquid immersion and wall contact detections
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let dirs = [
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Vec3::unit_x(),
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Vec3::unit_y(),
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-Vec3::unit_x(),
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-Vec3::unit_y(),
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];
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struct LiquidAndWalls {
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liquid: Option<(LiquidKind, f32)>,
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wall_dir_collisions: [bool; 4],
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}
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impl LiquidAndWalls {
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pub fn new() -> Self {
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Self {
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liquid: None,
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wall_dir_collisions: [false; 4],
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}
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}
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pub fn update_max_liquid(
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&mut self,
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block_pos: Vec3<i32>,
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block: Block,
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player_aabb: Aabb<f32>,
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) {
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// Check for liquid blocks
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if let Some(block_liquid) = block.liquid_kind() {
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let liquid_aabb = Aabb {
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min: block_pos.map(|e| e as f32),
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// The liquid part of a liquid block always extends 1 block high.
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max: block_pos.map(|e| e as f32) + Vec3::one(),
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};
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if player_aabb.collides_with_aabb(liquid_aabb) {
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self.liquid = match self.liquid {
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Some((kind, max_liquid_z)) => Some((
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// TODO: merging of liquid kinds and max_liquid_z are done
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// independently which allows mix and
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// matching them
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kind.merge(block_liquid),
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max_liquid_z.max(liquid_aabb.max.z),
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)),
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None => Some((block_liquid, liquid_aabb.max.z)),
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};
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}
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}
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}
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pub fn update_walls(
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&mut self,
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block_pos: Vec3<i32>,
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block: Block,
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player_aabbs: [Aabb<f32>; 4],
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) {
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// Check for walls
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if block.is_solid() {
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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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for dir in 0..4 {
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if player_aabbs[dir].collides_with_aabb(block_aabb) {
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self.wall_dir_collisions[dir] = true;
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}
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}
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}
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}
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}
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// Setup values for the loop below
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let (radius, z_min, z_max) = cylinder;
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// Probe distances
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@ -1486,17 +1413,7 @@ fn box_voxel_collision<'a, T: BaseVol<Vox = Block> + ReadVol>(
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let z_range = z_min..z_max;
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// Compute a list of Aabbs to check for collision with nearby walls
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let player_wall_aabbs = |pos| {
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dirs.map(|dir| {
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let pos = pos + dir * 0.01;
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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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})
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};
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// Setup values for the loop below
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physics_state.on_ground = None;
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physics_state.on_ceiling = false;
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@ -1703,26 +1620,72 @@ fn box_voxel_collision<'a, T: BaseVol<Vox = Block> + ReadVol>(
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.copied();
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}
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// Find liquid immersion and wall collision
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prof_span!(guard, "liquid/walls");
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let mut liquid_and_walls = LiquidAndWalls::new();
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// Find liquid immersion and wall collision all in one round of iteration
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let player_aabb = player_aabb(pos.0, radius, z_range.clone());
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let player_wall_aabbs = player_wall_aabbs(pos.0);
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// Calculate the world space near aabb
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// Calculate the world space near_aabb
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let near_aabb = move_aabb(near_aabb, pos.0);
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let dirs = [
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Vec3::unit_x(),
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Vec3::unit_y(),
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-Vec3::unit_x(),
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-Vec3::unit_y(),
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];
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// Compute a list of aabbs to check for collision with nearby walls
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let player_wall_aabbs = dirs.map(|dir| {
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let pos = pos.0 + dir * 0.01;
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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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});
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let mut liquid = None::<(LiquidKind, f32)>;
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let mut wall_dir_collisions = [false; 4];
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prof_span!(guard, "liquid/walls");
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terrain.for_each_in(near_aabb, |block_pos, block| {
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liquid_and_walls.update_max_liquid(block_pos, block, player_aabb);
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liquid_and_walls.update_walls(block_pos, block, player_wall_aabbs);
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// Check for liquid blocks
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if let Some(block_liquid) = block.liquid_kind() {
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let liquid_aabb = Aabb {
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min: block_pos.map(|e| e as f32),
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// The liquid part of a liquid block always extends 1 block high.
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max: block_pos.map(|e| e as f32) + Vec3::one(),
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};
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if player_aabb.collides_with_aabb(liquid_aabb) {
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liquid = match liquid {
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Some((kind, max_liquid_z)) => Some((
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// TODO: merging of liquid kinds and max_liquid_z are done
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// independently which allows mix and
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// matching them
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kind.merge(block_liquid),
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max_liquid_z.max(liquid_aabb.max.z),
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)),
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None => Some((block_liquid, liquid_aabb.max.z)),
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};
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}
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}
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// Check for walls
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if block.is_solid() {
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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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for dir in 0..4 {
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if player_wall_aabbs[dir].collides_with_aabb(block_aabb) {
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wall_dir_collisions[dir] = true;
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}
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}
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}
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});
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drop(guard);
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// Use wall collision results to determine if we are against a wall
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let mut on_wall = None;
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for dir in 0..4 {
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if liquid_and_walls.wall_dir_collisions[dir] {
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if wall_dir_collisions[dir] {
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on_wall = Some(match on_wall {
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Some(acc) => acc + dirs[dir],
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None => dirs[dir],
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@ -1738,8 +1701,7 @@ fn box_voxel_collision<'a, T: BaseVol<Vox = Block> + ReadVol>(
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physics_state.ground_vel = ground_vel;
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}
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physics_state.in_fluid = liquid_and_walls
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.liquid
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physics_state.in_fluid = liquid
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.map(|(kind, max_z)| {
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// NOTE: assumes min_z == 0.0
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let depth = max_z - pos.0.z;
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