diff --git a/common/systems/src/phys.rs b/common/systems/src/phys.rs index d069f58dbb..39a5e62fb0 100644 --- a/common/systems/src/phys.rs +++ b/common/systems/src/phys.rs @@ -1379,7 +1379,7 @@ fn box_voxel_collision<'a, T: BaseVol + ReadVol>( const MAX_ATTEMPTS: usize = 16; // While the player is colliding with the terrain... - while let Some((_block_pos, block_aabb, block_height, block)) = + while let Some((_block_pos, block_aabb, block)) = (attempts < MAX_ATTEMPTS).then(|| { // Calculate the player's AABB let player_aabb = Aabb { @@ -1409,14 +1409,13 @@ fn box_voxel_collision<'a, T: BaseVol + ReadVol>( min: block_pos.map(|e| e as f32), max: block_pos.map(|e| e as f32) + Vec3::new(1.0, 1.0, block.solid_height()), }, - block.solid_height(), block, ) }) // Determine whether the block's AABB collides with the player's AABB - .filter(|(_, block_aabb, _, _)| block_aabb.collides_with_aabb(player_aabb)) + .filter(|(_, block_aabb, _)| block_aabb.collides_with_aabb(player_aabb)) // Find the maximum of the minimum collision axes (this bit is weird, trust me that it works) - .min_by_key(|(_, block_aabb, _, _)| { + .min_by_key(|(_, block_aabb, _)| { ordered_float::OrderedFloat((block_aabb.center() - player_aabb.center() - Vec3::unit_z() * 0.5) .map(f32::abs) .sum()) @@ -1480,7 +1479,7 @@ fn box_voxel_collision<'a, T: BaseVol + ReadVol>( ) { // ...block-hop! - pos.0.z = (pos.0.z + 0.1).floor() + block_height; + pos.0.z = pos.0.z.max(block_aabb.max.z); vel.0.z = vel.0.z.max(0.0); // Push the character on to the block very slightly to avoid jitter due to imprecision if (vel.0 * resolve_dir).xy().magnitude_squared() < 1.0f32.powi(2) {