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Fixed incorrectly reversed orientation matrix
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7feb4942e3
commit
a4e5ba0639
@ -638,8 +638,8 @@ impl<'a> PhysicsData<'a> {
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* Mat4::from(ori_other.0)
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* Mat4::<f32>::translation_3d(voxel_collider.translation);
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let transform_to = transform_from.inverted();
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let ori_to = Mat4::from(ori_other.0);
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let ori_from = ori_to.inverted();
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let ori_from = Mat4::from(ori_other.0);
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let ori_to = ori_from.inverted();
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pos.0 = transform_to.mul_point(Vec3::zero());
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vel.0 = ori_to.mul_direction(vel.0 - vel_other.0);
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let cylinder = (radius, z_min, z_max);
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@ -674,7 +674,7 @@ impl<'a> PhysicsData<'a> {
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physics_state.on_wall =
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physics_state.on_wall.or(physics_state_delta
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.on_wall
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.map(|dir| ori_to.mul_direction(dir)));
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.map(|dir| ori_from.mul_direction(dir)));
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physics_state
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.touch_entities
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.append(&mut physics_state_delta.touch_entities);
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@ -1042,8 +1042,7 @@ fn cylinder_voxel_collision<'a, T: BaseVol<Vox = Block> + ReadVol>(
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}
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if physics_state.on_ground {
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vel.0 = ground_vel * 0.0
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+ (vel.0 - ground_vel * 0.0) * (1.0 - FRIC_GROUND.min(1.0)).powf(dt.0 * 60.0);
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vel.0 *= (1.0 - FRIC_GROUND.min(1.0)).powf(dt.0 * 60.0);
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physics_state.ground_vel = ground_vel;
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}
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