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Combine 5 things into 1
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571a6689e3
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@ -622,6 +622,7 @@ impl<'a> PhysicsData<'a> {
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_previous_cache,
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_,
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)| {
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prof_span!(_guard, "entity");
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let mut land_on_ground = None;
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// Defer the writes of positions and velocities to allow an inner loop over
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// terrain-like entities
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@ -803,6 +804,7 @@ impl<'a> PhysicsData<'a> {
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}
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};
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// Collide with terrain-like entities
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//prof_span!(guard, "terrain entity join");
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let aabr = {
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let center = path_sphere.center.xy().map(|e| e as i32);
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let radius = path_sphere.radius.ceil() as i32;
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@ -960,6 +962,7 @@ impl<'a> PhysicsData<'a> {
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}
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},
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);
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//drop(guard);
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if tgt_pos != pos.0 {
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pos_vel_defer.pos = Some(Pos(tgt_pos));
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@ -1069,6 +1072,7 @@ fn box_voxel_collision<'a, T: BaseVol<Vox = Block> + ReadVol>(
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climbing: bool,
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mut land_on_ground: impl FnMut(Entity, Vel),
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) {
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//prof_span!(_guard, "box_voxel_collision");
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let (radius, z_min, z_max) = cylinder;
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// Probe distances
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@ -1129,6 +1133,7 @@ fn box_voxel_collision<'a, T: BaseVol<Vox = Block> + ReadVol>(
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radius: f32,
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z_range: Range<f32>,
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) -> bool {
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//prof_span!(_guard, "collision_with");
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collision_iter(
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pos,
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terrain,
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@ -1138,8 +1143,8 @@ fn box_voxel_collision<'a, T: BaseVol<Vox = Block> + ReadVol>(
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radius,
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z_range,
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)
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.count()
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> 0
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.next()
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.is_some()
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}
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physics_state.on_ground = false;
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@ -1179,6 +1184,7 @@ fn box_voxel_collision<'a, T: BaseVol<Vox = Block> + ReadVol>(
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// Determine the block that we are colliding with most (based on minimum
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// collision axis)
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//prof_span!(guard, "find colliding block");
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let (_block_pos, block_aabb, block_height) = near_iter
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.clone()
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// Calculate the block's position in world space
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@ -1213,6 +1219,7 @@ fn box_voxel_collision<'a, T: BaseVol<Vox = Block> + ReadVol>(
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* 1_000_000.0) as i32
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})
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.expect("Collision detected, but no colliding blocks found!");
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//drop(guard);
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// Find the intrusion vector of the collision
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let dir = player_aabb.collision_vector_with_aabb(block_aabb);
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@ -1330,7 +1337,7 @@ fn box_voxel_collision<'a, T: BaseVol<Vox = Block> + ReadVol>(
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-Vec3::unit_y(),
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];
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if let (wall_dir, true) = dirs.iter().fold((Vec3::zero(), false), |(a, hit), dir| {
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/*if let (wall_dir, true) = dirs.iter().fold((Vec3::zero(), false), |(a, hit), dir| {
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if collision_with(
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pos.0 + *dir * 0.01,
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&terrain,
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@ -1355,6 +1362,7 @@ fn box_voxel_collision<'a, T: BaseVol<Vox = Block> + ReadVol>(
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}
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// Figure out if we're in water
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//prof_span!(guard, "water");
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physics_state.in_liquid = collision_iter(
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pos.0,
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&*terrain,
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@ -1363,10 +1371,95 @@ fn box_voxel_collision<'a, T: BaseVol<Vox = Block> + ReadVol>(
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&|_block| 1.0,
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near_iter,
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radius,
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z_min..z_max,
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z_range,
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)
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.max_by_key(|block_aabb| (block_aabb.max.z * 100.0) as i32)
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.map(|block_aabb| block_aabb.max.z - pos.0.z);
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//drop(guard);
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*/
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prof_span!(guard, "compound check");
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let player_aabb = Aabb {
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min: pos.0 + Vec3::new(-radius, -radius, z_range.start),
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max: pos.0 + Vec3::new(radius, radius, z_range.end),
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};
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let player_voxel_pos = pos.0.map(|e| e.floor() as i32);
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// TODO: use array nightly features
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let wall_check_positions = [
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(pos.0 + dirs[0] * 0.01),
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(pos.0 + dirs[1] * 0.01),
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(pos.0 + dirs[2] * 0.01),
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(pos.0 + dirs[3] * 0.01),
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];
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let p_aabb = |pos| {
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let player_aabb = Aabb {
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min: pos + Vec3::new(-radius, -radius, z_range.start),
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max: pos + Vec3::new(radius, radius, z_range.end),
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};
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player_aabb
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};
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let player_wall_aabbs = [
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p_aabb(wall_check_positions[0]),
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p_aabb(wall_check_positions[1]),
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p_aabb(wall_check_positions[2]),
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p_aabb(wall_check_positions[3]),
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];
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// Find liquid immersion and wall collision all in one round of iteration
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let mut max_liquid_z = None::<f32>;
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let mut wall_dir_collisions = [false; 4];
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near_iter.for_each(|(i, j, k)| {
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let block_pos = player_voxel_pos + Vec3::new(i, j, k);
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if let Some(block) = terrain.get(block_pos).ok().copied() {
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// Check for liquid blocks
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if block.is_liquid() {
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let liquid_aabb = Aabb {
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min: block_pos.map(|e| e as f32),
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// The liquid part of a liquid block always extends 1 block high.
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max: block_pos.map(|e| e as f32) + Vec3::one(),
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};
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if player_aabb.collides_with_aabb(liquid_aabb) {
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max_liquid_z = Some(match max_liquid_z {
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Some(z) => z.max(liquid_aabb.max.z),
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None => liquid_aabb.max.z,
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});
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}
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}
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// Check for walls
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if block.is_solid() {
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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) + Vec3::new(1.0, 1.0, block.solid_height()),
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};
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for dir in 0..4 {
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if player_wall_aabbs[dir].collides_with_aabb(block_aabb) {
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wall_dir_collisions[dir] = true;
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}
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}
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}
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}
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});
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// Use wall collision results to determine if we are against a wall
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let mut on_wall = None;
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for dir in 0..4 {
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if wall_dir_collisions[dir] {
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on_wall = Some(match on_wall {
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Some(acc) => acc + dirs[dir],
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None => dirs[dir],
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});
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}
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}
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physics_state.on_wall = on_wall;
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if physics_state.on_ground || (physics_state.on_wall.is_some() && climbing) {
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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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// Set in_liquid state
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physics_state.in_liquid = max_liquid_z.map(|max_z| max_z - pos.0.z);
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//drop(guard);
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}
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fn voxel_collider_bounding_sphere(
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