AABB blocks rotation support (WIP part 3)
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@@ -73,11 +73,14 @@ const AABB* Chunks::isObstacle(float x, float y, float z){
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return nullptr;
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const Block* def = contentIds->getBlockDef(v->id);
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if (def->obstacle) {
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const AABB& hitbox = def->rotatable
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? def->rt.hitboxes[v->states & BLOCK_ROT_MASK]
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: def->hitbox;
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if (def->rt.solid) {
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return &def->hitbox;
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return &hitbox;
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} else {
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if (def->hitbox.inside({x - ix, y - iy, z - iz}))
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return &def->hitbox;
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if (hitbox.inside({x - ix, y - iy, z - iz}))
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return &hitbox;
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return nullptr;
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}
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}
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@@ -222,7 +225,7 @@ voxel* Chunks::rayCast(vec3 start,
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// TODO: replace this dumb solution with something better
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if (def && !def->rt.solid) {
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const int gridSize = BLOCK_AABB_GRID * 2;
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const AABB& box = def->hitbox;
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const AABB& box = def->rotatable ? def->rt.hitboxes[voxel->states & BLOCK_ROT_MASK] : def->hitbox;
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const int subs = gridSize;
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iend = vec3(ix, iy, iz);
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end -= iend;
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