add radial triggers
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@@ -7,13 +7,15 @@
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#include "../voxels/voxel.hpp"
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#include <iostream>
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#define GLM_ENABLE_EXPERIMENTAL
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#include <glm/gtx/norm.hpp>
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const float E = 0.03f;
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const float MAX_FIX = 0.1f;
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PhysicsSolver::PhysicsSolver(glm::vec3 gravity) : gravity(gravity) {
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}
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#include "../util/timeutil.hpp"
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void PhysicsSolver::step(
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Chunks* chunks,
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Hitbox* hitbox,
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@@ -85,15 +87,27 @@ void PhysicsSolver::step(
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aabb.a = hitbox->position - hitbox->halfsize;
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aabb.b = hitbox->position + hitbox->halfsize;
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for (size_t i = 0; i < triggers.size(); i++) {
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auto& trigger = triggers[i];
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if (trigger->entity == entity) {
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auto& trigger = *triggers[i];
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if (trigger.entity == entity) {
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continue;
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}
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if (aabb.intersect(trigger->calculated)) {
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if (trigger->prevEntered.find(entity) == trigger->prevEntered.end()) {
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trigger->enterCallback(trigger->entity, i, entity);
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bool triggered = false;
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switch (trigger.type) {
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case TriggerType::AABB:
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triggered = aabb.intersect(trigger.calculated.aabb);
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break;
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case TriggerType::RADIUS:
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triggered = glm::distance2(
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hitbox->position, glm::vec3(trigger.calculated.radial))
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< trigger.calculated.radial.w;
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break;
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}
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if (triggered) {
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if (trigger.prevEntered.find(entity) == trigger.prevEntered.end()) {
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trigger.enterCallback(trigger.entity, trigger.index, entity);
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}
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trigger->nextEntered.insert(entity);
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trigger.nextEntered.insert(entity);
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}
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}
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}
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