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@ -791,9 +791,8 @@ impl<'a> PhysicsData<'a> {
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.terrain
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.contains_key(read.terrain.pos_key(pos.0.map(|e| e.floor() as i32)));
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// Don't move if we're not in a loaded chunk
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let pos_delta = if in_loaded_chunk {
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vel.0 * read.dt.0
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let move_dir = if vel.0.x != 0.0 || vel.0.y != 0.0 {
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Vec3::new(vel.0.x, vel.0.y, 0.0).normalized()
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} else {
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Vec3::zero()
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};
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@ -815,7 +814,19 @@ impl<'a> PhysicsData<'a> {
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// resolves these sort of things well anyway.
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// At the very least, we don't do things that result in glitchy
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// velocities or entirely broken position snapping.
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let mut tgt_pos = pos.0 + pos_delta;
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// Don't move if we're not in a loaded chunk
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let (tgt_vel, mut tgt_pos) = if in_loaded_chunk {
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acc_with_frict_tick(move_dir, vel.0, pos.0, read.dt.0 as f64, FricParams::default())
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} else {
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(vel.0, pos.0)
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};
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vel.0 = tgt_vel;
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let pos_delta = tgt_pos - pos.0;
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let was_on_ground = physics_state.on_ground.is_some();
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let block_snap =
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@ -1769,20 +1780,6 @@ fn box_voxel_collision<T: BaseVol<Vox = Block> + ReadVol>(
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physics_state.skating_active = true;
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vel.0 = Vec3::new(new_ground_speed.x, new_ground_speed.y, 0.0);
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} else {
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let ground_fric = physics_state
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.on_ground
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.map(|b| b.get_friction())
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.unwrap_or(0.0);
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let wall_fric = if physics_state.on_wall.is_some() && climbing {
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FRIC_GROUND
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} else {
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0.0
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};
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let fric = ground_fric.max(wall_fric);
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if fric > 0.0 {
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vel.0 *= (1.0 - fric.min(1.0) * fric_mod).powf(dt.0 * 60.0);
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physics_state.ground_vel = ground_vel;
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}
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physics_state.skating_active = false;
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}
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@ -1813,6 +1810,161 @@ fn box_voxel_collision<T: BaseVol<Vox = Block> + ReadVol>(
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});
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}
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#[derive(Clone, Copy)]
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struct FricParams {
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friction_co: f32,
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projected_area: f32,
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density: f32,
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mass: f32,
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max_acc: f32,
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}
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impl Default for FricParams {
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fn default() -> Self {
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Self {
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friction_co: 0.98_f32,
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projected_area: 0.75_f32,
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density: 1.225_f32,
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mass: 1.0_f32,
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max_acc: 9.2_f32, /* on ground the maximum speed you can get by walking is the speed
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* of gravity */
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}
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}
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}
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impl FricParams {
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// https://en.wikipedia.org/wiki/Drag_(physics)
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// Todo: old impl was (mass * acc.abs() / (friction_co * projected_area * 0.5 *
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// density * mass )).sqrt();
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fn v_term(&self, acc: f32) -> f32 {
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((2.0 * self.mass * acc.abs()) / (self.density * self.projected_area * self.friction_co))
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.sqrt()
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}
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}
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trait MathHelp {
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fn coth(&self) -> Self;
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fn acoth(&self) -> Self;
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}
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impl MathHelp for f32 {
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// coth(x) = 1/tanh(x)`
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fn coth(&self) -> Self { 1.0 / self.tanh() }
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// `acoth(x) = atanh(1/x)`
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fn acoth(&self) -> Self { (1.0 / self).atanh() }
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}
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/// ROLLING_FRICTION_FORCE + AIR_FRICTION_FORCE + TILT_FRICT_FORCE + ACCEL_FORCE
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/// = TOTAL_FORCE
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///
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/// TILT_FRICT_FORCE = 0.0
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/// TOTAL_FORCE = depends on char = const
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/// ACCEL_FORCE = TOTAL_FORCE - ROLLING_FRICTION_FORCE - AIR_FRICTION_FORCE
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/// ACCEL = ACCEL_FORCE / MASS
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///
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/// ROLLING_FRICTION_FORCE => Indepent of vel
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/// AIR_FRICTION_FORCE => propotional to vel²
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///
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/// https://www.energie-lexikon.info/fahrwiderstand.html
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/// https://www.energie-lexikon.info/reibung.html
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/// https://sciencing.com/calculate-force-friction-6454395.html
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/// https://www.leifiphysik.de/mechanik/reibung-und-fortbewegung
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fn acc_with_frict_tick(
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move_dir: Vec3<f32>,
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vel: Vec3<f32>,
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pos: Vec3<f32>,
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dt: f64,
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params: FricParams,
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) -> (Vec3<f32>, Vec3<f32>) {
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let acc = move_dir * params.max_acc; // btw: cant accelerate faster than gravity on foot
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// controller
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// I know what you think, wtf, yep: https://math.stackexchange.com/questions/1929436/line-integral-of-force-of-air-resistanc
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// basically an integral of the air resistance formula which scales with v^2
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// transformed with an ODE.
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// terminal velocity equals the maximum velocity that can be reached by acc
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// alone
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let vel_t = acc.map(|xyz| xyz.signum() * params.v_term(xyz));
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// thanks to kilpkonn for figuring this out
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// https://en.wikipedia.org/wiki/Drag_(physics)
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//
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// upper and lower are upper and lower bound for integral
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let revert_fak = vel / vel_t;
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let (mut pos, mut vel) = (pos, vel);
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for i in 0..2 {
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let dt = dt as f32;
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let (v, p) = {
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let acc = acc[i];
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let vel = vel[i];
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let pos = pos[i];
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let vel_t = vel_t[i];
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let revert_fak = revert_fak[i];
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if acc.abs() < f32::EPSILON {
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// https://www.wolframalpha.com/input?i=m%2F%28Cx+%2B+m%2FV%29+dx+integrate
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let c = params.density * params.projected_area * params.friction_co;
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let lower = params.mass * params.mass.ln() / c;
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let upper = params.mass * (c * vel * dt + params.mass).ln() / c;
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let pos = pos + (upper - lower);
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let vel = params.mass
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/ (params.density * params.projected_area * params.friction_co * dt
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+ params.mass / vel);
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(vel, pos)
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} else if revert_fak <= 0.0 {
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// Handle passing through 0 differently as the function changes
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// https://www.wolframalpha.com/input?i=V*tan%28x*g%2FV+%2B+atan%28v%2FV%29%29+%3D+0+solve+for+x
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let dt_to_zero = vel_t * (vel / vel_t).atan() / acc.abs();
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if dt_to_zero < dt {
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// Step with only part of dt that is left after reaching 0 vel
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let lower = vel_t.powi(2) * (vel / vel_t).atan().cos().ln() / acc;
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let upper = -vel_t.powi(2)
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* (acc * dt_to_zero / vel_t + (vel / vel_t).atan()).cos().ln()
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/ acc;
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let pos = pos + (upper - lower);
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let dt = dt - dt_to_zero;
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// https://www.wolframalpha.com/input?i=V+*+tanh%28xg%2FV%29+dx+integrate
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// lower bound is 0
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let pos = pos + vel_t.powi(2) * (acc * dt / vel_t).cosh().ln() / acc;
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let vel = vel_t * (dt * acc / vel_t).tanh();
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(vel, pos)
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} else {
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// https://www.wolframalpha.com/input?i=V+*+tan%28xg%2FV+%2B+atan%28v%2FV%29%29+dx+integrate
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let lower = -vel_t.powi(2) * (vel / vel_t).atan().cos().ln() / acc;
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let upper =
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-vel_t.powi(2) * (acc * dt / vel_t + (vel / vel_t).atan()).cos().ln() / acc;
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let pos = pos + (upper - lower);
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let vel = vel_t * (dt * acc / vel_t + (vel / vel_t).atan()).tan();
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(vel, pos)
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}
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} else if revert_fak >= 1.0 {
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// https://www.wolframalpha.com/input?i=V+*+coth%28xg%2FV+%2B+acoth%28v%2FV%29%29+dx+integrate
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let lower = (vel_t.powi(2) * (vel / vel_t).acoth().cosh().ln()
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+ (vel / vel_t).acoth().tanh().ln())
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/ acc;
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let upper = (vel_t.powi(2)
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* (acc * dt / vel_t + (vel / vel_t).acoth()).cosh().ln()
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+ (acc * dt / vel_t + (vel / vel_t).acoth()).tanh().ln())
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/ acc;
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let pos = pos + (upper - lower);
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let vel = vel_t * (dt * acc / vel_t + (vel / vel_t).acoth()).coth();
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(vel, pos)
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} else {
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// https://www.wolframalpha.com/input?i=V+*+tanh%28xg%2FV+%2B+atanh%28v%2FV%29%29+dx+integrate
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let lower = vel_t.powi(2) * ((vel / vel_t).atanh()).cosh().ln() / acc;
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let upper =
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vel_t.powi(2) * (acc * dt / vel_t + (vel / vel_t).atanh()).cosh().ln() / acc;
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let pos = pos + (upper - lower);
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let vel = vel_t * (dt * acc / vel_t + (vel / vel_t).atanh()).tanh();
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(vel, pos)
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}
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};
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vel[i] = v;
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pos[i] = p;
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}
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(vel, pos)
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}
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fn voxel_collider_bounding_sphere(
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voxel_collider: &VoxelCollider,
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pos: &Pos,
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