small refactoring
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@@ -46,7 +46,7 @@ void PhysicsSolver::step(
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hitbox->grounded = false;
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for (float x = (px-half.x+E); x <= (px+half.x-E); x+=s){
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for (float z = (pos.z-half.z+E); z <= (pos.z+half.z-E); z+=s){
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if (chunks->isObstacle(x,y,z)){
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if (chunks->isObstacleAt(x,y,z)){
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hitbox->grounded = true;
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break;
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}
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@@ -58,7 +58,7 @@ void PhysicsSolver::step(
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hitbox->grounded = false;
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for (float x = (pos.x-half.x+E); x <= (pos.x+half.x-E); x+=s){
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for (float z = (pz-half.z+E); z <= (pz+half.z-E); z+=s){
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if (chunks->isObstacle(x,y,z)){
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if (chunks->isObstacleAt(x,y,z)){
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hitbox->grounded = true;
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break;
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}
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@@ -88,7 +88,7 @@ void PhysicsSolver::colisionCalc(
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for (float y = (pos.y-half.y+E); y <= (pos.y+half.y-E); y+=s){
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for (float z = (pos.z-half.z+E); z <= (pos.z+half.z-E); z+=s){
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float x = (pos.x-half.x-E);
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if ((aabb = chunks->isObstacle(x,y,z))){
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if ((aabb = chunks->isObstacleAt(x,y,z))){
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vel.x *= 0.0f;
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pos.x = floor(x) + aabb->max().x + half.x + E;
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break;
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@@ -100,7 +100,7 @@ void PhysicsSolver::colisionCalc(
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for (float y = (pos.y-half.y+E); y <= (pos.y+half.y-E); y+=s){
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for (float z = (pos.z-half.z+E); z <= (pos.z+half.z-E); z+=s){
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float x = (pos.x+half.x+E);
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if ((aabb = chunks->isObstacle(x,y,z))){
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if ((aabb = chunks->isObstacleAt(x,y,z))){
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vel.x *= 0.0f;
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pos.x = floor(x) - half.x + aabb->min().x - E;
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break;
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@@ -113,7 +113,7 @@ void PhysicsSolver::colisionCalc(
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for (float y = (pos.y-half.y+E); y <= (pos.y+half.y-E); y+=s){
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for (float x = (pos.x-half.x+E); x <= (pos.x+half.x-E); x+=s){
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float z = (pos.z-half.z-E);
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if ((aabb = chunks->isObstacle(x,y,z))){
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if ((aabb = chunks->isObstacleAt(x,y,z))){
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vel.z *= 0.0f;
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pos.z = floor(z) + aabb->max().z + half.z + E;
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break;
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@@ -126,7 +126,7 @@ void PhysicsSolver::colisionCalc(
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for (float y = (pos.y-half.y+E); y <= (pos.y+half.y-E); y+=s){
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for (float x = (pos.x-half.x+E); x <= (pos.x+half.x-E); x+=s){
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float z = (pos.z+half.z+E);
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if ((aabb = chunks->isObstacle(x,y,z))){
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if ((aabb = chunks->isObstacleAt(x,y,z))){
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vel.z *= 0.0f;
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pos.z = floor(z) - half.z + aabb->min().z - E;
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break;
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@@ -139,7 +139,7 @@ void PhysicsSolver::colisionCalc(
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for (float x = (pos.x-half.x+E); x <= (pos.x+half.x-E); x+=s){
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for (float z = (pos.z-half.z+E); z <= (pos.z+half.z-E); z+=s){
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float y = (pos.y-half.y-E);
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if ((aabb = chunks->isObstacle(x,y,z))){
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if ((aabb = chunks->isObstacleAt(x,y,z))){
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vel.y *= 0.0f;
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pos.y = floor(y) + aabb->max().y + half.y;
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hitbox->grounded = true;
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@@ -152,7 +152,7 @@ void PhysicsSolver::colisionCalc(
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for (float x = (pos.x-half.x+E); x <= (pos.x+half.x-E); x+=s){
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for (float z = (pos.z-half.z+E); z <= (pos.z+half.z-E); z+=s){
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float y = (pos.y+half.y+E);
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if ((aabb = chunks->isObstacle(x,y,z))){
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if ((aabb = chunks->isObstacleAt(x,y,z))){
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vel.y *= 0.0f;
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pos.y = floor(y) - half.y + aabb->min().y - E;
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break;
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