Fixed PhysicsSolver, added zoom, linear_damping
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@@ -4,7 +4,7 @@
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#include <iostream>
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#define E 0.01
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#define E 0.03
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PhysicsSolver::PhysicsSolver(vec3 gravity) : gravity(gravity) {
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}
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@@ -12,6 +12,7 @@ PhysicsSolver::PhysicsSolver(vec3 gravity) : gravity(gravity) {
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void PhysicsSolver::step(Chunks* chunks, Hitbox* hitbox, float delta, unsigned substeps, bool shifting) {
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for (unsigned i = 0; i < substeps; i++){
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float dt = delta / (float)substeps;
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float linear_damping = hitbox->linear_damping;
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vec3& pos = hitbox->position;
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vec3& half = hitbox->halfsize;
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vec3& vel = hitbox->velocity;
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@@ -76,6 +77,7 @@ void PhysicsSolver::step(Chunks* chunks, Hitbox* hitbox, float delta, unsigned s
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hitbox->grounded = false;
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if (vel.y < 0.0){
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for (int x = floor(pos.x-half.x+E); x <= floor(pos.x+half.x-E); x++){
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bool broken = false;
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for (int z = floor(pos.z-half.z+E); z <= floor(pos.z+half.z-E); z++){
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int y = floor(pos.y-half.y-E);
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if (chunks->isObstacle(x,y,z)){
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@@ -85,9 +87,12 @@ void PhysicsSolver::step(Chunks* chunks, Hitbox* hitbox, float delta, unsigned s
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vel.x *= max(0.0, 1.0 - dt * f);
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vel.z *= max(0.0, 1.0 - dt * f);
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hitbox->grounded = true;
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broken = true;
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break;
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}
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}
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if (broken)
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break;
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}
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}
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if (vel.y > 0.0){
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@@ -103,6 +108,9 @@ void PhysicsSolver::step(Chunks* chunks, Hitbox* hitbox, float delta, unsigned s
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}
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}
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vel.x *= max(0.0, 1.0 - dt * linear_damping);
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vel.z *= max(0.0, 1.0 - dt * linear_damping);
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pos.x += vel.x * dt;
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pos.y += vel.y * dt;
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pos.z += vel.z * dt;
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