add triggers
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@@ -1,17 +1,21 @@
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#ifndef PHYSICS_PHYSICSSOLVER_HPP_
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#define PHYSICS_PHYSICSSOLVER_HPP_
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#include "Hitbox.hpp"
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#include "../typedefs.hpp"
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#include "../voxels/voxel.hpp"
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#include <vector>
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#include <glm/glm.hpp>
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class Block;
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class Chunks;
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struct Hitbox;
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struct Trigger;
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class PhysicsSolver {
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glm::vec3 gravity;
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std::vector<Trigger*> triggers;
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public:
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PhysicsSolver(glm::vec3 gravity);
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void step(
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@@ -21,18 +25,23 @@ public:
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uint substeps,
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bool shifting,
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float gravityScale,
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bool collisions
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bool collisions,
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entityid_t entity
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);
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void colisionCalc(
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Chunks* chunks,
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Hitbox* hitbox,
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glm::vec3& vel,
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glm::vec3& pos,
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Chunks* chunks,
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Hitbox* hitbox,
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glm::vec3& vel,
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glm::vec3& pos,
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const glm::vec3 half,
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float stepHeight
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);
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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 state, Hitbox* hitbox);
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void setTriggers(std::vector<Trigger*> triggers) {
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this->triggers = std::move(triggers);
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}
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};
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#endif // PHYSICS_PHYSICSSOLVER_HPP_
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