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https://gitlab.com/veloren/veloren.git
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Refactor some of the terrain collision code, failed pre-emptive liquid check experiment
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8987f6128e
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@ -1344,50 +1344,21 @@ fn box_voxel_collision<'a, T: BaseVol<Vox = Block> + ReadVol>(
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)]
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prof_span!("box_voxel_collision");
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// Function for iterating over the blocks the player at a specific position
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// collides with
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/*fn collision_iter<'a, T: BaseVol<Vox = Block> + ReadVol>(
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pos: Vec3<f32>,
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terrain: &'a T,
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hit: &'a impl Fn(&Block) -> bool,
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height: &'a impl Fn(&Block) -> f32,
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near_iter: impl Iterator<Item = (i32, i32, i32)> + 'a,
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radius: f32,
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z_range: Range<f32>,
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) -> impl Iterator<Item = Aabb<f32>> + 'a {
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near_iter.filter_map(move |(i, j, k)| {
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let block_pos = pos.map(|e| e.floor() as i32) + Vec3::new(i, j, k);
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// Convience function to compute the player aabb
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fn player_aabb(pos: Vec3<f32>, radius: f32, z_range: Range<f32>) -> Aabb<f32> {
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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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}
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// `near_iter` could be a few blocks too large due to being integer
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// aligned and rounding up, so skip points outside of the tighter
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// bounds before looking them up in the terrain
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// (which incurs a hashmap cost for volgrids)
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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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let block_approx = Aabb {
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min: block_pos.as_(),
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max: block_pos.as_() + Vec3::new(1.0, 1.0, Block::MAX_HEIGHT),
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};
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if !player_aabb.collides_with_aabb(block_approx) {
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return None;
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}
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if let Some(block) = terrain.get(block_pos).ok().copied().filter(hit) {
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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, height(&block)),
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};
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if player_aabb.collides_with_aabb(block_aabb) {
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return Some(block_aabb);
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}
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}
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None
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})
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}*/
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// Convience function to translate the near_aabb into the world space
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fn move_aabb(aabb: Aabb<i32>, pos: Vec3<f32>) -> Aabb<i32> {
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Aabb {
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min: aabb.min + pos.map(|e| e.floor() as i32),
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max: aabb.max + pos.map(|e| e.floor() as i32),
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}
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}
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// Function for determining whether the player at a specific position collides
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// with blocks with the given criteria
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@ -1399,16 +1370,10 @@ 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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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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let player_aabb = player_aabb(pos, radius, z_range);
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// Calculate the world space near aabb
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let near_aabb = Aabb {
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min: near_aabb.min + pos.map(|e| e.floor() as i32),
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max: near_aabb.max + pos.map(|e| e.floor() as i32),
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};
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let near_aabb = move_aabb(near_aabb, pos);
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let mut collision = false;
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// TODO: could short-circuit here
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@ -1431,25 +1396,84 @@ fn box_voxel_collision<'a, T: BaseVol<Vox = Block> + ReadVol>(
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#[allow(clippy::trivially_copy_pass_by_ref)]
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fn always_hits(_: &Block) -> bool { true }
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// Stuff for liquid immersion and wall contact detections
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let dirs = [
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Vec3::unit_x(),
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Vec3::unit_y(),
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-Vec3::unit_x(),
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-Vec3::unit_y(),
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];
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struct LiquidAndWalls {
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liquid: Option<(LiquidKind, f32)>,
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wall_dir_collisions: [bool; 4],
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}
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impl LiquidAndWalls {
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pub fn new() -> Self {
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Self {
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liquid: None,
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wall_dir_collisions: [false; 4],
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}
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}
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pub fn update_max_liquid(
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&mut self,
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block_pos: Vec3<i32>,
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block: Block,
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player_aabb: Aabb<f32>,
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) {
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// Check for liquid blocks
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if let Some(block_liquid) = block.liquid_kind() {
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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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self.liquid = match self.liquid {
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Some((kind, max_liquid_z)) => Some((
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// TODO: merging of liquid kinds and max_liquid_z are done
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// independently which allows mix and
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// matching them
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kind.merge(block_liquid),
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max_liquid_z.max(liquid_aabb.max.z),
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)),
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None => Some((block_liquid, liquid_aabb.max.z)),
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};
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}
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}
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}
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pub fn update_walls(
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&mut self,
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block_pos: Vec3<i32>,
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block: Block,
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player_aabbs: [Aabb<f32>; 4],
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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_aabbs[dir].collides_with_aabb(block_aabb) {
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self.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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// Setup values for the loop below
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let (radius, z_min, z_max) = cylinder;
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// Probe distances
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let hdist = radius.ceil() as i32;
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// Neighbouring blocks iterator
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/*let near_iter = (-hdist..=hdist)
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.flat_map(move |i| {
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(-hdist..=hdist).map(move |j| {
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let max_block_height = Block::MAX_HEIGHT.ceil() as i32;
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let box_floor = z_min.floor() as i32;
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let floor = 1 - max_block_height + box_floor;
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let ceil = z_max.ceil() as i32;
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(floor..=ceil).map(move |k| (i, j, k))
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})
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})
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.flatten();*/
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// Neighbouring blocks Aabb
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let near_aabb = Aabb {
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min: Vec3::new(
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@ -1462,6 +1486,17 @@ fn box_voxel_collision<'a, T: BaseVol<Vox = Block> + ReadVol>(
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let z_range = z_min..z_max;
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// Compute a list of Aabbs to check for collision with nearby walls
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let player_wall_aabbs = |pos| {
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dirs.map(|dir| {
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let pos = pos + dir * 0.01;
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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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})
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};
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physics_state.on_ground = None;
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physics_state.on_ceiling = false;
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@ -1485,20 +1520,14 @@ fn box_voxel_collision<'a, T: BaseVol<Vox = Block> + ReadVol>(
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let try_colliding_block = |pos: &Pos| {
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prof_span!("most colliding check");
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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(-radius, -radius, z_min),
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max: pos.0 + Vec3::new(radius, radius, z_max),
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};
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let player_aabb = player_aabb(pos.0, radius, z_range.clone());
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// Determine the block that we are colliding with most
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// (based on minimum collision axis)
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// (if we are colliding with one)
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let mut most_colliding = None;
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// Calculate the world space near aabb
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let near_aabb = Aabb {
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min: near_aabb.min + pos.0.map(|e| e.floor() as i32),
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max: near_aabb.max + pos.0.map(|e| e.floor() as i32),
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};
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let near_aabb = move_aabb(near_aabb, pos.0);
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let player_overlap = |block_aabb: Aabb<f32>| {
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ordered_float::OrderedFloat(
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(block_aabb.center() - player_aabb.center() - Vec3::unit_z() * 0.5)
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@ -1546,10 +1575,7 @@ fn box_voxel_collision<'a, T: BaseVol<Vox = Block> + ReadVol>(
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.flatten()
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{
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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(-radius, -radius, z_min),
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max: pos.0 + Vec3::new(radius, radius, z_max),
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};
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let player_aabb = player_aabb(pos.0, radius, z_range.clone());
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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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@ -1644,6 +1670,7 @@ fn box_voxel_collision<'a, T: BaseVol<Vox = Block> + ReadVol>(
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}
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}
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// Report on_ceiling state
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if on_ceiling {
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physics_state.on_ceiling = true;
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}
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@ -1676,76 +1703,26 @@ fn box_voxel_collision<'a, T: BaseVol<Vox = Block> + ReadVol>(
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.copied();
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}
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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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// Find liquid immersion and wall collision
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prof_span!(guard, "liquid/walls");
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let mut liquid_and_walls = LiquidAndWalls::new();
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let dirs = [
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Vec3::unit_x(),
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Vec3::unit_y(),
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-Vec3::unit_x(),
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-Vec3::unit_y(),
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];
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let player_wall_aabbs = dirs.map(|dir| {
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let pos = pos.0 + dir * 0.01;
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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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});
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let player_aabb = player_aabb(pos.0, radius, z_range.clone());
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let player_wall_aabbs = player_wall_aabbs(pos.0);
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// Calculate the world space near aabb
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let near_aabb = Aabb {
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min: near_aabb.min + player_voxel_pos,
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max: near_aabb.max + player_voxel_pos,
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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 liquid = None::<(LiquidKind, f32)>; // (kind, max_liquid_z)
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let mut wall_dir_collisions = [false; 4];
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prof_span!(guard, "liquid/walls");
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let near_aabb = move_aabb(near_aabb, pos.0);
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terrain.for_each_in(near_aabb, |block_pos, block| {
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// Check for liquid blocks
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if let Some(block_liquid) = block.liquid_kind() {
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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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liquid = match liquid {
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Some((kind, max_liquid_z)) => Some((
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// TODO: merging of liquid kinds and max_liquid_z are done independently
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// which allows mix and matching them
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kind.merge(block_liquid),
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max_liquid_z.max(liquid_aabb.max.z),
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)),
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None => Some((block_liquid, 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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liquid_and_walls.update_max_liquid(block_pos, block, player_aabb);
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liquid_and_walls.update_walls(block_pos, block, player_wall_aabbs);
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});
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drop(guard);
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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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if liquid_and_walls.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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@ -1761,7 +1738,8 @@ fn box_voxel_collision<'a, T: BaseVol<Vox = Block> + ReadVol>(
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physics_state.ground_vel = ground_vel;
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}
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physics_state.in_fluid = liquid
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physics_state.in_fluid = liquid_and_walls
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.liquid
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.map(|(kind, max_z)| {
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// NOTE: assumes min_z == 0.0
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let depth = max_z - pos.0.z;
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