allows to put non-square blocks next to yourself
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parent
3d4bfeb442
commit
9b0cc01e68
@ -415,7 +415,7 @@ void PlayerController::updateInteraction(){
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vox = chunks->get(x, y, z);
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vox = chunks->get(x, y, z);
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blockid_t chosenBlock = def->rt.id;
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blockid_t chosenBlock = def->rt.id;
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if (vox && (target = indices->getBlockDef(vox->id))->replaceable) {
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if (vox && (target = indices->getBlockDef(vox->id))->replaceable) {
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if (!level->physics->isBlockInside(x,y,z, player->hitbox.get())
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if (!level->physics->isBlockInside(x,y,z,def,states, player->hitbox.get())
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|| !def->obstacle){
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|| !def->obstacle){
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if (def->grounded && !chunks->isSolidBlock(x, y-1, z)) {
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if (def->grounded && !chunks->isSolidBlock(x, y-1, z)) {
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chosenBlock = 0;
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chosenBlock = 0;
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@ -4,6 +4,7 @@
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#include "../maths/aabb.h"
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#include "../maths/aabb.h"
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#include "../voxels/Block.h"
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#include "../voxels/Block.h"
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#include "../voxels/Chunks.h"
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#include "../voxels/Chunks.h"
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#include "../voxels/voxel.h"
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const double E = 0.03;
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const double E = 0.03;
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const double MAX_FIX = 0.1;
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const double MAX_FIX = 0.1;
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@ -218,3 +219,22 @@ bool PhysicsSolver::isBlockInside(int x, int y, int z, Hitbox* hitbox) {
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y >= floor(pos.y-half.y) && y <= floor(pos.y+half.y);
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y >= floor(pos.y-half.y) && y <= floor(pos.y+half.y);
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}
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}
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bool PhysicsSolver::isBlockInside(int x, int y, int z, Block* def, blockstate_t states, Hitbox* hitbox) {
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vec3& pos = hitbox->position;
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vec3& half = hitbox->halfsize;
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voxel v;
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v.states = states;
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const auto& boxes = def->rotatable
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? def->rt.hitboxes[v.rotation()]
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: def->hitboxes;
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for (const auto& block_hitbox : boxes) {
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vec3 min = block_hitbox.min();
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vec3 max = block_hitbox.max();
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// 0.00001 - inaccuracy
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if (min.x < pos.x+half.x-x-0.00001 && max.x > pos.x-half.x-x+0.00001 &&
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min.z < pos.z+half.z-z-0.00001 && max.z > pos.z-half.z-z+0.00001 &&
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min.y < pos.y+half.y-y-0.00001 && max.y > pos.y-half.y-y+0.00001)
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return true;
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}
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return false;
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}
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@ -3,6 +3,7 @@
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#include <glm/glm.hpp>
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#include <glm/glm.hpp>
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#include "../typedefs.h"
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#include "../typedefs.h"
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#include "../voxels/Block.h"
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class Hitbox;
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class Hitbox;
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class Chunks;
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class Chunks;
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@ -26,6 +27,7 @@ public:
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const glm::vec3 half,
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const glm::vec3 half,
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float stepHeight);
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float stepHeight);
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bool isBlockInside(int x, int y, int z, Hitbox* hitbox);
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bool isBlockInside(int x, int y, int z, Hitbox* hitbox);
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bool isBlockInside(int x, int y, int z, Block* def, blockstate_t states, Hitbox* hitbox);
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};
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};
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#endif /* PHYSICS_PHYSICSSOLVER_H_ */
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#endif /* PHYSICS_PHYSICSSOLVER_H_ */
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