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Fixed arrows
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@ -468,6 +468,18 @@ impl<'a> PhysicsData<'a> {
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Vec3::zero()
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};
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// What's going on here? Because collisions need to be resolved against multiple
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// colliders, this code takes the current position and
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// propagates it forward according to velocity to find a
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// 'target' position. This is where we'd ideally end up at the end of the tick,
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// assuming no collisions. Then, we refine this target by
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// stepping from the original position to the target for
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// every obstacle, refining the target position as we go. It's not perfect, but
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// it works pretty well in practice. Oddities can occur on
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// the intersection between multiple colliders, but it's not
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// like any game physics system resolves these sort of things well anyway. At
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// the very least, we don't do things that result in glitchy
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// velocities or entirely broken position snapping.
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let mut tgt_pos = pos.0 + pos_delta;
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let was_on_ground = physics_state.on_ground;
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@ -527,6 +539,8 @@ impl<'a> PhysicsData<'a> {
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tgt_pos = cpos.0;
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},
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Collider::Point => {
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let mut pos = pos;
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let (dist, block) = read
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.terrain
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.ray(pos.0, pos.0 + pos_delta)
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@ -966,11 +980,12 @@ fn cylinder_voxel_collision<'a, T: BaseVol<Vox = Block> + ReadVol>(
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&& resolve_dir.z == 0.0
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// ...and the vertical resolution direction is sufficiently great...
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&& -dir.z > 0.1
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// ...and we're falling/standing OR there is a block *directly* beneath our current origin (note: not hitbox)...
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&& (vel.0.z <= 0.0 || terrain
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.get((pos.0 - Vec3::unit_z() * 0.1).map(|e| e.floor() as i32))
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.map(|block| block.is_solid())
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.unwrap_or(false))
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&& was_on_ground
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// // ...and we're falling/standing OR there is a block *directly* beneath our current origin (note: not hitbox)...
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// && (vel.0.z <= 0.0 || terrain
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// .get((pos.0 - Vec3::unit_z() * 0.1).map(|e| e.floor() as i32))
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// .map(|block| block.is_solid())
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// .unwrap_or(false))
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// ...and there is a collision with a block beneath our current hitbox...
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&& collision_with(
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pos.0 + resolve_dir - Vec3::unit_z() * 1.05,
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