refactor: change pointer parameters to references for Level and Content in various classes
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@@ -19,79 +19,79 @@ PhysicsSolver::PhysicsSolver(glm::vec3 gravity) : gravity(gravity) {
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void PhysicsSolver::step(
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const GlobalChunks& chunks,
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Hitbox* hitbox,
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Hitbox& hitbox,
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float delta,
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uint substeps,
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entityid_t entity
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) {
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float dt = delta / static_cast<float>(substeps);
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float linearDamping = hitbox->linearDamping;
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float linearDamping = hitbox.linearDamping;
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float s = 2.0f/BLOCK_AABB_GRID;
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const glm::vec3& half = hitbox->halfsize;
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glm::vec3& pos = hitbox->position;
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glm::vec3& vel = hitbox->velocity;
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float gravityScale = hitbox->gravityScale;
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const glm::vec3& half = hitbox.halfsize;
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glm::vec3& pos = hitbox.position;
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glm::vec3& vel = hitbox.velocity;
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float gravityScale = hitbox.gravityScale;
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bool prevGrounded = hitbox->grounded;
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hitbox->grounded = false;
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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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float px = pos.x;
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float py = pos.y;
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float pz = pos.z;
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vel += gravity * dt * gravityScale;
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if (hitbox->type == BodyType::DYNAMIC) {
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if (hitbox.type == BodyType::DYNAMIC) {
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colisionCalc(chunks, hitbox, vel, pos, half,
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(prevGrounded && gravityScale > 0.0f) ? 0.5f : 0.0f);
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}
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vel.x *= glm::max(0.0f, 1.0f - dt * linearDamping);
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if (hitbox->verticalDamping) {
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if (hitbox.verticalDamping) {
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vel.y *= glm::max(0.0f, 1.0f - dt * linearDamping);
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}
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vel.z *= glm::max(0.0f, 1.0f - dt * linearDamping);
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pos += vel * dt + gravity * gravityScale * dt * dt * 0.5f;
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if (hitbox->grounded && pos.y < py) {
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if (hitbox.grounded && pos.y < py) {
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pos.y = py;
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}
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if (hitbox->crouching && hitbox->grounded){
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if (hitbox.crouching && hitbox.grounded){
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float y = (pos.y-half.y-E);
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hitbox->grounded = false;
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hitbox.grounded = false;
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for (int ix = 0; ix <= (half.x-E)*2/s; ix++) {
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float x = (px-half.x+E) + ix * s;
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for (int iz = 0; iz <= (half.z-E)*2/s; iz++){
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float z = (pos.z-half.z+E) + iz * s;
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if (chunks.isObstacleAt(x,y,z)){
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hitbox->grounded = true;
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hitbox.grounded = true;
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break;
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}
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}
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}
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if (!hitbox->grounded) {
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if (!hitbox.grounded) {
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pos.z = pz;
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}
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hitbox->grounded = false;
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hitbox.grounded = false;
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for (int ix = 0; ix <= (half.x-E)*2/s; ix++) {
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float x = (pos.x-half.x+E) + ix * s;
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for (int iz = 0; iz <= (half.z-E)*2/s; iz++){
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float z = (pz-half.z+E) + iz * s;
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if (chunks.isObstacleAt(x,y,z)){
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hitbox->grounded = true;
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hitbox.grounded = true;
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break;
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}
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}
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}
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if (!hitbox->grounded) {
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if (!hitbox.grounded) {
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pos.x = px;
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}
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hitbox->grounded = true;
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hitbox.grounded = true;
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}
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}
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AABB aabb;
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aabb.a = hitbox->position - hitbox->halfsize;
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aabb.b = hitbox->position + hitbox->halfsize;
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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 < sensors.size(); i++) {
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auto& sensor = *sensors[i];
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if (sensor.entity == entity) {
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@@ -105,7 +105,7 @@ void PhysicsSolver::step(
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break;
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case SensorType::RADIUS:
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triggered = glm::distance2(
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hitbox->position, glm::vec3(sensor.calculated.radial))
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hitbox.position, glm::vec3(sensor.calculated.radial))
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< sensor.calculated.radial.w;
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break;
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}
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@@ -205,7 +205,7 @@ static void calc_collision_pos(
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void PhysicsSolver::colisionCalc(
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const GlobalChunks& chunks,
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Hitbox* hitbox,
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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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@@ -225,7 +225,7 @@ void PhysicsSolver::colisionCalc(
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calc_collision_pos<2, 1, 0>(chunks, pos, vel, half, stepHeight, s);
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if (calc_collision_neg<1, 0, 2>(chunks, pos, vel, half, stepHeight, s)) {
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hitbox->grounded = true;
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hitbox.grounded = true;
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}
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if (stepHeight > 0.0 && vel.y <= 0.0f){
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@@ -273,7 +273,7 @@ bool PhysicsSolver::isBlockInside(int x, int y, int z, Hitbox* hitbox) {
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}
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bool PhysicsSolver::isBlockInside(int x, int y, int z, Block* def, blockstate state, Hitbox* hitbox) {
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const float E = 0.001f; // inaccuracy
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const float e = 0.001f; // inaccuracy
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const glm::vec3& pos = hitbox->position;
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const glm::vec3& half = hitbox->halfsize;
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const auto& boxes = def->rotatable
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@@ -282,9 +282,9 @@ bool PhysicsSolver::isBlockInside(int x, int y, int z, Block* def, blockstate st
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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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if (min.x < pos.x+half.x-x-E && max.x > pos.x-half.x-x+E &&
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min.z < pos.z+half.z-z-E && max.z > pos.z-half.z-z+E &&
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min.y < pos.y+half.y-y-E && max.y > pos.y-half.y-y+E)
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if (min.x < pos.x+half.x-x-e && max.x > pos.x-half.x-x+e &&
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min.z < pos.z+half.z-z-e && max.z > pos.z-half.z-z+e &&
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min.y < pos.y+half.y-y-e && max.y > pos.y-half.y-y+e)
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return true;
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}
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return false;
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