Fixed arrows

This commit is contained in:
Joshua Barretto 2021-03-13 16:14:13 +00:00 committed by Avi Weinstock
parent f768c3f853
commit d1c15cbafe

View File

@ -468,6 +468,18 @@ impl<'a> PhysicsData<'a> {
Vec3::zero() Vec3::zero()
}; };
// What's going on here? Because collisions need to be resolved against multiple
// colliders, this code takes the current position and
// propagates it forward according to velocity to find a
// 'target' position. This is where we'd ideally end up at the end of the tick,
// assuming no collisions. Then, we refine this target by
// stepping from the original position to the target for
// every obstacle, refining the target position as we go. It's not perfect, but
// it works pretty well in practice. Oddities can occur on
// the intersection between multiple colliders, but it's not
// like any game physics system resolves these sort of things well anyway. At
// the very least, we don't do things that result in glitchy
// velocities or entirely broken position snapping.
let mut tgt_pos = pos.0 + pos_delta; let mut tgt_pos = pos.0 + pos_delta;
let was_on_ground = physics_state.on_ground; let was_on_ground = physics_state.on_ground;
@ -527,6 +539,8 @@ impl<'a> PhysicsData<'a> {
tgt_pos = cpos.0; tgt_pos = cpos.0;
}, },
Collider::Point => { Collider::Point => {
let mut pos = pos;
let (dist, block) = read let (dist, block) = read
.terrain .terrain
.ray(pos.0, pos.0 + pos_delta) .ray(pos.0, pos.0 + pos_delta)
@ -966,11 +980,12 @@ fn cylinder_voxel_collision<'a, T: BaseVol<Vox = Block> + ReadVol>(
&& resolve_dir.z == 0.0 && resolve_dir.z == 0.0
// ...and the vertical resolution direction is sufficiently great... // ...and the vertical resolution direction is sufficiently great...
&& -dir.z > 0.1 && -dir.z > 0.1
// ...and we're falling/standing OR there is a block *directly* beneath our current origin (note: not hitbox)... && was_on_ground
&& (vel.0.z <= 0.0 || terrain // // ...and we're falling/standing OR there is a block *directly* beneath our current origin (note: not hitbox)...
.get((pos.0 - Vec3::unit_z() * 0.1).map(|e| e.floor() as i32)) // && (vel.0.z <= 0.0 || terrain
.map(|block| block.is_solid()) // .get((pos.0 - Vec3::unit_z() * 0.1).map(|e| e.floor() as i32))
.unwrap_or(false)) // .map(|block| block.is_solid())
// .unwrap_or(false))
// ...and there is a collision with a block beneath our current hitbox... // ...and there is a collision with a block beneath our current hitbox...
&& collision_with( && collision_with(
pos.0 + resolve_dir - Vec3::unit_z() * 1.05, pos.0 + resolve_dir - Vec3::unit_z() * 1.05,