quick check with linters
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@@ -9,9 +9,7 @@
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const double E = 0.03;
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const double MAX_FIX = 0.1;
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using glm::vec3;
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PhysicsSolver::PhysicsSolver(vec3 gravity) : gravity(gravity) {
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PhysicsSolver::PhysicsSolver(glm::vec3 gravity) : gravity(gravity) {
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}
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void PhysicsSolver::step(
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@@ -30,9 +28,9 @@ void PhysicsSolver::step(
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bool prevGrounded = hitbox->grounded;
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hitbox->grounded = false;
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for (uint i = 0; i < substeps; i++) {
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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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glm::vec3& pos = hitbox->position;
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glm::vec3& half = hitbox->halfsize;
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glm::vec3& vel = hitbox->velocity;
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float px = pos.x;
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float pz = pos.z;
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@@ -77,13 +75,13 @@ void PhysicsSolver::step(
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}
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void PhysicsSolver::colisionCalc(
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Chunks* chunks,
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Hitbox* hitbox,
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vec3& vel,
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vec3& pos,
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const vec3 half,
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float stepHeight)
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{
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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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// step size (smaller - more accurate, but slower)
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float s = 2.0f/BLOCK_AABB_GRID;
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@@ -212,29 +210,29 @@ void PhysicsSolver::colisionCalc(
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}
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bool PhysicsSolver::isBlockInside(int x, int y, int z, Hitbox* hitbox) {
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vec3& pos = hitbox->position;
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vec3& half = hitbox->halfsize;
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const glm::vec3& pos = hitbox->position;
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const glm::vec3& half = hitbox->halfsize;
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return x >= floor(pos.x-half.x) && x <= floor(pos.x+half.x) &&
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z >= floor(pos.z-half.z) && z <= floor(pos.z+half.z) &&
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y >= floor(pos.y-half.y) && y <= floor(pos.y+half.y);
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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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const glm::vec3& pos = hitbox->position;
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const glm::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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for (const auto& block_hitbox : boxes) {
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glm::vec3 min = block_hitbox.min();
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glm::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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