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Fewer precision issues by using player-relative coordinate space
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@ -632,12 +632,16 @@ impl<'a> PhysicsData<'a> {
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let mut physics_state_delta = physics_state.clone();
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// deliberately don't use scale yet here, because the 11.0/0.8
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// thing is in the comp::Scale for visual reasons
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let transform_from = Mat4::<f32>::translation_3d(pos_other.0)
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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 wpos = pos.0;
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let transform_from =
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Mat4::<f32>::translation_3d(pos_other.0 - wpos)
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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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pos.0 = transform_to.mul_point(pos.0);
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vel.0 = transform_to.mul_direction(vel.0 - vel_other.0);
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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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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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cylinder_voxel_collision(
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cylinder,
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@ -647,20 +651,18 @@ impl<'a> PhysicsData<'a> {
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transform_to.mul_direction(pos_delta),
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&mut vel,
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&mut physics_state_delta,
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transform_to.mul_direction(vel_other.0),
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ori_to.mul_direction(vel_other.0),
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&read.dt,
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false,
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was_on_ground,
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|entity, vel| {
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land_on_grounds.push((
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entity,
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Vel(transform_from.mul_direction(vel.0)),
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))
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land_on_grounds
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.push((entity, Vel(ori_from.mul_direction(vel.0))))
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},
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);
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pos.0 = transform_from.mul_point(pos.0);
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vel.0 = transform_from.mul_direction(vel.0) + vel_other.0;
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pos.0 = transform_from.mul_point(pos.0) + wpos;
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vel.0 = ori_from.mul_direction(vel.0) + vel_other.0;
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// union in the state updates, so that the state isn't just based on
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// the most recent terrain that collision was attempted with
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