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Fix for clipping
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9f6f9cb25f
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@ -219,7 +219,7 @@ impl<'a> System<'a> for Sys {
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pos.0 += pos_delta / increments;
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// While the player is colliding with the terrain...
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while collision_with(pos.0, near_iter.clone()) && attempts < 12 {
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while collision_with(pos.0, near_iter.clone()) && attempts < 16 {
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// Calculate the player's AABB
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let player_aabb = Aabb {
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min: pos.0 + Vec3::new(-player_rad, -player_rad, 0.0),
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@ -279,7 +279,7 @@ impl<'a> System<'a> for Sys {
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// When the resolution direction is non-vertical, we must be colliding with a wall
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// If the space above is free...
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if !collision_with(pos.0 + Vec3::unit_z() * 1.1, near_iter.clone())
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if !collision_with(Vec3::new(pos.0.x, pos.0.y, (pos.0.z + 0.1).ceil()), near_iter.clone())
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// ...and we're being pushed out horizontally...
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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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@ -300,26 +300,26 @@ impl<'a> System<'a> for Sys {
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on_ground = true;
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break;
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} else {
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// Resolve the collision normally
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pos.0 += resolve_dir;
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// Correct the velocity
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vel.0 = vel.0.map2(
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resolve_dir,
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|e, d| if d * e.signum() < 0.0 { 0.0 } else { e },
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);
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}
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// Resolve the collision normally
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pos.0 += resolve_dir;
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attempts += 1;
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}
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}
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if on_ground {
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let _ = on_grounds.insert(entity, OnGround);
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}
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// If the space below us is free, then "snap" to the ground
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if collision_with(pos.0 - Vec3::unit_z() * 1.05, near_iter.clone())
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} else if collision_with(pos.0 - Vec3::unit_z() * 1.05, near_iter.clone())
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&& vel.0.z < 0.0
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&& vel.0.z > -3.0
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&& vel.0.z > -1.5
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&& was_on_ground
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{
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pos.0.z = (pos.0.z - 0.05).floor();
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