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Added configurable details
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@ -156,19 +156,26 @@ impl<'a> System<'a> for Sys {
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vel.0 = integrate_forces(dt.0, vel.0, friction);
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// Basic collision with terrain
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let player_rad = 0.3; // half-width of the player's AABB
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let player_height = 1.7;
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// Iterate through nearby blocks, prioritise closer ones
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let near_iter = (0..5)
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.map(move |dist| (-dist..=dist)
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.map(move |x| (-dist..=dist)
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.map(move |y| (-dist..=dist)
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.map(move |z| Vec3::new(x, y, z))
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.filter(move |p| p.map(|e: i32| e.abs()).reduce_max() == dist)
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.map(|p| p.into_tuple()))))
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.map(move |dist| {
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(-dist..=dist).map(move |x| {
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(-dist..=dist).map(move |y| {
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(-dist..=dist)
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.map(move |z| Vec3::new(x, y, z))
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.filter(move |p| p.map(|e: i32| e.abs()).reduce_max() == dist)
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.map(|p| p.into_tuple())
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})
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})
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})
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.flatten()
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.flatten()
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.flatten();
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// Function for determining whether the player at a specific position collides with the ground
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let collision_with = |pos: Vec3<f32>, near_iter| {
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for (i, j, k) in near_iter {
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let block_pos = pos.map(|e| e.floor() as i32) + Vec3::new(i, j, k);
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@ -178,8 +185,14 @@ impl<'a> System<'a> for Sys {
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.map(|vox| !vox.is_empty())
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.unwrap_or(false)
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{
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let this_aabb = Aabb { min: pos + Vec3::new(-0.3, -0.3, 0.0), max: pos + Vec3::new(0.3, 0.3, 1.7) };
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let block_aabb = Aabb { min: block_pos.map(|e| e as f32), max: block_pos.map(|e| e as f32) + 1.0 };
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let this_aabb = Aabb {
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min: pos + Vec3::new(-player_rad, -player_rad, 0.0),
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max: pos + Vec3::new(player_rad, player_rad, player_height),
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};
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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) + 1.0,
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};
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if this_aabb.collides_with_aabb(block_aabb) {
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return true;
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@ -204,8 +217,14 @@ impl<'a> System<'a> for Sys {
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.unwrap_or(false)
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{
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// ...and calculate bounding boxes for both the player's body and the block.
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let this_aabb = Aabb { min: pos.0 + Vec3::new(-0.3, -0.3, 0.0), max: pos.0 + Vec3::new(0.3, 0.3, 1.7) };
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let block_aabb = Aabb { min: block_pos.map(|e| e as f32), max: block_pos.map(|e| e as f32) + 1.0 };
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let this_aabb = Aabb {
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min: pos.0 + Vec3::new(-player_rad, -player_rad, 0.0),
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max: pos.0 + Vec3::new(player_rad, player_rad, player_height),
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};
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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) + 1.0,
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};
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// If the bounding boxes collide, resolve the collision
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if this_aabb.collides_with_aabb(block_aabb) {
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@ -219,12 +238,16 @@ impl<'a> System<'a> for Sys {
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on_ground = true;
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}
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if resolve_dir.z == 0.0 && !collision_with(pos.0 + Vec3::unit_z() * 1.0, near_iter.clone()) {
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if resolve_dir.z == 0.0
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&& !collision_with(pos.0 + Vec3::unit_z() * 1.0, near_iter.clone())
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{
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pos.0.z += 1.0;
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break;
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} else {
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pos.0 += resolve_dir;
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vel.0 = vel.0.map2(resolve_dir, |e, d| if d == 0.0 { e } else { 0.0 });
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vel.0 = vel
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.0
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.map2(resolve_dir, |e, d| if d == 0.0 { e } else { 0.0 });
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}
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}
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}
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@ -232,7 +255,10 @@ impl<'a> System<'a> for Sys {
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if on_ground {
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on_grounds.insert(entity, OnGround);
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} else if collision_with(pos.0 - Vec3::unit_z() * 1.0, near_iter.clone()) && vel.0.z < 0.0 && vel.0.z > -1.0 {
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} else if collision_with(pos.0 - Vec3::unit_z() * 1.0, near_iter.clone())
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&& vel.0.z < 0.0
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&& vel.0.z > -1.0
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{
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pos.0.z = (pos.0.z - 0.05).floor();
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on_grounds.insert(entity, OnGround);
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}
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