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@@ -116,11 +116,275 @@ bool Entity::tick(double time)
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speed.x = norm.x * maxMovementSpeed;
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speed.x = norm.x * maxMovementSpeed;
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speed.y = norm.y * maxMovementSpeed;
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speed.y = norm.y * maxMovementSpeed;
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}
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}
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- // TODO: collision check
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- pos += speed * (float)time;
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+ // collision checking
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+ Vec3<float> minP = model->getMinPos();
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+ Vec3<float> maxP = model->getMaxPos();
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+ Vec3<float> worldBoundingBox[8];
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+ worldBoundingBox[0] = applyWorldTransformation(minP);
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+ worldBoundingBox[1] = applyWorldTransformation({ minP.x, minP.y, maxP.z });
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+ worldBoundingBox[2] = applyWorldTransformation({ minP.x, maxP.y, minP.z });
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+ worldBoundingBox[3] = applyWorldTransformation({ maxP.x, minP.y, minP.z });
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+ worldBoundingBox[4] = applyWorldTransformation({ maxP.x, minP.y, maxP.z });
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+ worldBoundingBox[5] = applyWorldTransformation({ maxP.x, maxP.y, minP.z });
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+ worldBoundingBox[6] = applyWorldTransformation({ minP.x, maxP.y, maxP.z });
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+ worldBoundingBox[7] = applyWorldTransformation(maxP);
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+ Vec3<float> worldBoundingBoxFloor[8];
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+ for (int i = 0; i < 8; i++)
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+ {
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+ worldBoundingBoxFloor[i] = Vec3<float>(floor(worldBoundingBox[i].x), floor(worldBoundingBox[i].y), floor(worldBoundingBox[i].z));
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+ }
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+ Vec3<float> frameSpeed = speed * (float)time;
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+ bool hasCollided = 0;
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+ while (true)
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+ {
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+ float tf = 1.f;
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+ int collType = 0;
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+ int updateType = 0;
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+ int updateI = 0;
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+ if (frameSpeed.x > 0)
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+ {
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+ for (int i = 0; i < 8; i++)
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+ {
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+ if (abs(frameSpeed.x) >= abs(worldBoundingBoxFloor[i].x + 1.f - worldBoundingBox[i].x))
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+ {
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+ float xt = (worldBoundingBoxFloor[i].x + 1.f - worldBoundingBox[i].x) / frameSpeed.x;
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+ Vec3<float> tmp = worldBoundingBox[i] + frameSpeed * xt;
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+ if (tmp.y >= worldBoundingBoxFloor[i].y && tmp.y < worldBoundingBoxFloor[i].y + 1.f && tmp.z >= worldBoundingBoxFloor[i].z && tmp.z < worldBoundingBoxFloor[i].z + 1.f)
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+ {
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+ Block* b = currentGame->zBlockAt(Vec3<int>{ (int)worldBoundingBoxFloor[i].x + 1, (int)worldBoundingBoxFloor[i].y, (int)worldBoundingBoxFloor[i].z });
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+ if (b) // TODO: ignore passable blocks
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+ {
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+ if (xt < tf)
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+ {
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+ tf = xt;
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+ collType = 1;
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+ updateType = 0;
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+ }
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+ hasCollided = 1;
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+ }
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+ else
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+ {
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+ if (xt < tf)
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+ {
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+ tf = xt;
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+ collType = 0;
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+ updateType = 1;
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+ updateI = i;
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+ }
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+ }
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+ }
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+ }
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+ }
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+ }
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+ if (frameSpeed.x < 0)
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+ {
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+ for (int i = 0; i < 8; i++)
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+ {
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+ if (abs(frameSpeed.x) >= abs(worldBoundingBoxFloor[i].x - worldBoundingBox[i].x))
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+ {
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+ float xt = (worldBoundingBoxFloor[i].x - worldBoundingBox[i].x) / frameSpeed.x;
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+ Vec3<float> tmp = worldBoundingBox[i] + frameSpeed * xt;
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+ if (tmp.y >= worldBoundingBoxFloor[i].y && tmp.y < worldBoundingBoxFloor[i].y + 1.f && tmp.z >= worldBoundingBoxFloor[i].z && tmp.z < worldBoundingBoxFloor[i].z + 1.f)
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+ {
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+ Block* b = currentGame->zBlockAt(Vec3<int>{ (int)worldBoundingBoxFloor[i].x - 1, (int)worldBoundingBoxFloor[i].y, (int)worldBoundingBoxFloor[i].z });
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+ if (b) // TODO: ignore passable blocks
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+ {
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+ if (xt < tf)
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+ {
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+ tf = xt;
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+ collType = 1;
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+ updateType = 0;
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+ }
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+ hasCollided = 1;
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+ }
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+ else
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+ {
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+ if (xt < tf)
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+ {
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+ tf = xt;
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+ collType = 0;
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+ updateType = 1;
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+ updateI = i;
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+ }
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+ }
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+ }
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+ }
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+ }
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+ }
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+ if (frameSpeed.y > 0)
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+ {
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+ for (int i = 0; i < 8; i++)
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+ {
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+ if (abs(frameSpeed.y) >= abs(worldBoundingBoxFloor[i].y + 1.f - worldBoundingBox[i].y))
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+ {
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+ float yt = (worldBoundingBoxFloor[i].y + 1.f - worldBoundingBox[i].y) / frameSpeed.y;
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+ Vec3<float> tmp = worldBoundingBox[i] + frameSpeed * yt;
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+ if (tmp.x >= worldBoundingBoxFloor[i].x && tmp.x < worldBoundingBoxFloor[i].x + 1.f && tmp.z >= worldBoundingBoxFloor[i].z && tmp.z < worldBoundingBoxFloor[i].z + 1.f)
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+ {
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+ Block* b = currentGame->zBlockAt(Vec3<int>{ (int)worldBoundingBoxFloor[i].x, (int)worldBoundingBoxFloor[i].y + 1, (int)worldBoundingBoxFloor[i].z });
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+ if (b) // TODO: ignore passable blocks
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+ {
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+ if (yt < tf)
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+ {
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+ tf = yt;
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+ collType = 2;
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+ updateType = 0;
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+ }
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+ hasCollided = 1;
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+ }
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+ else
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+ {
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+ if (yt < tf)
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+ {
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+ tf = yt;
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+ collType = 0;
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+ updateType = 2;
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+ updateI = i;
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+ }
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+ }
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+ }
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+ }
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+ }
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+ }
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+ if (frameSpeed.y < 0)
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+ {
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+ for (int i = 0; i < 8; i++)
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+ {
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+ if (abs(frameSpeed.y) >= abs(worldBoundingBoxFloor[i].y - worldBoundingBox[i].y))
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+ {
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+ float yt = (worldBoundingBoxFloor[i].y - worldBoundingBox[i].y) / frameSpeed.y;
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+ Vec3<float> tmp = worldBoundingBox[i] + frameSpeed * yt;
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+ if (tmp.x >= worldBoundingBoxFloor[i].x && tmp.x < worldBoundingBoxFloor[i].x + 1.f && tmp.z >= worldBoundingBoxFloor[i].z && tmp.z < worldBoundingBoxFloor[i].z + 1.f)
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+ {
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+ Block* b = currentGame->zBlockAt(Vec3<int>{ (int)worldBoundingBoxFloor[i].x, (int)worldBoundingBoxFloor[i].y - 1, (int)worldBoundingBoxFloor[i].z });
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+ if (b) // TODO: ignore passable blocks
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+ {
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+ if (yt < tf)
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+ {
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+ tf = yt;
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+ collType = 2;
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+ updateType = 0;
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+ }
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+ hasCollided = 1;
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+ }
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+ else
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+ {
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+ if (yt < tf)
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+ {
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+ tf = yt;
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+ collType = 0;
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+ updateType = 2;
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+ updateI = i;
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+ }
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+ }
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+ }
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+ }
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+ }
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+ }
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+ if (frameSpeed.z > 0)
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+ {
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+ for (int i = 0; i < 8; i++)
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+ {
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+ if (abs(frameSpeed.z) >= abs(worldBoundingBoxFloor[i].z + 1.f - worldBoundingBox[i].z))
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+ {
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+ float zt = (worldBoundingBoxFloor[i].z + 1.f - worldBoundingBox[i].z) / frameSpeed.z;
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+ Vec3<float> tmp = worldBoundingBox[i] + frameSpeed * zt;
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+ if (zt <= 1.f && tmp.x >= worldBoundingBoxFloor[i].x && tmp.x < worldBoundingBoxFloor[i].x + 1.f && tmp.y >= worldBoundingBoxFloor[i].y && tmp.y < worldBoundingBoxFloor[i].y + 1.f)
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+ {
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+ Block* b = currentGame->zBlockAt(Vec3<int>{ (int)worldBoundingBoxFloor[i].x, (int)worldBoundingBoxFloor[i].y, (int)worldBoundingBoxFloor[i].z + 1 });
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+ if (b) // TODO: ignore passable blocks
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+ {
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+ if (zt < tf)
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+ {
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+ tf = zt;
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+ collType = 3;
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+ }
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+ hasCollided = 1;
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+ }
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+ else
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+ {
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+ if (zt < tf)
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+ {
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+ tf = zt;
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+ collType = 0;
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+ updateType = 3;
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+ updateI = i;
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+ }
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+ }
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+ }
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+ }
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+ }
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+ }
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+ if (frameSpeed.z < 0)
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+ {
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+ for (int i = 0; i < 8; i++)
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+ {
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+ if (abs(frameSpeed.z) >= abs(worldBoundingBoxFloor[i].z - worldBoundingBox[i].z))
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+ {
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+ float zt = (worldBoundingBoxFloor[i].z - worldBoundingBox[i].z) / frameSpeed.z;
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+ Vec3<float> tmp = worldBoundingBox[i] + frameSpeed * zt;
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+ if (tmp.x >= worldBoundingBoxFloor[i].x && tmp.x < worldBoundingBoxFloor[i].x + 1.f && tmp.y >= worldBoundingBoxFloor[i].y && tmp.y < worldBoundingBoxFloor[i].y + 1)
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+ {
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+ Block* b = currentGame->zBlockAt(Vec3<int>{ (int)worldBoundingBoxFloor[i].x, (int)worldBoundingBoxFloor[i].y, (int)worldBoundingBoxFloor[i].z - 1 });
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+ if (b) // TODO: ignore passable blocks
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+ {
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+ if (zt < tf)
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+ {
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+ tf = zt;
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+ collType = 3;
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+ updateType = 0;
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+ }
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+ hasCollided = 1;
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+ }
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+ else
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+ {
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+ if (zt < tf)
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+ {
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+ tf = zt;
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+ collType = 0;
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+ updateType = 3;
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+ updateI = i;
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+ }
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+ }
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+ }
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+ }
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+ }
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+ }
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+ if (collType == 1)
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+ frameSpeed.x = tf > 0.1f ? frameSpeed.x * (tf - 0.1f) : 0.f;
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+ if (collType == 2)
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+ frameSpeed.y = tf > 0.1f ? frameSpeed.y * (tf - 0.1f) : 0.f;
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+ if (collType == 3)
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+ frameSpeed.z = tf > 0.1f ? frameSpeed.z * (tf - 0.1f) : 0.f;
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+ if (updateType == 1)
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+ {
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+ if ((int)worldBoundingBoxFloor[updateI].x < (int)floor(worldBoundingBox[updateI].x + frameSpeed.x))
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+ worldBoundingBoxFloor[updateI].x++;
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+ if ((int)worldBoundingBoxFloor[updateI].x > (int)floor(worldBoundingBox[updateI].x + frameSpeed.x))
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+ worldBoundingBoxFloor[updateI].x--;
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+ }
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+ if (updateType == 2)
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+ {
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+ if ((int)worldBoundingBoxFloor[updateI].y < (int)floor(worldBoundingBox[updateI].y + frameSpeed.y))
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+ worldBoundingBoxFloor[updateI].y++;
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+ if ((int)worldBoundingBoxFloor[updateI].y > (int)floor(worldBoundingBox[updateI].y + frameSpeed.y))
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+ worldBoundingBoxFloor[updateI].y--;
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+ }
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+ if (updateType == 3)
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+ {
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+ if ((int)worldBoundingBoxFloor[updateI].z < (int)floor(worldBoundingBox[updateI].z + frameSpeed.z))
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+ worldBoundingBoxFloor[updateI].z++;
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+ if ((int)worldBoundingBoxFloor[updateI].z > (int)floor(worldBoundingBox[updateI].z + frameSpeed.z))
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+ worldBoundingBoxFloor[updateI].z--;
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+ }
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+ if (updateType || collType)
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+ continue;
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+ break;
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+ }
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+ pos += frameSpeed;
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currentGame->zKamera()->setPosition(pos + Vec3<float>(0.f, 0.f, 1.5f));
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currentGame->zKamera()->setPosition(pos + Vec3<float>(0.f, 0.f, 1.5f));
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((Game*)(Menu*)menuRegister->get("game"))->updatePosition(pos, 0, { 0, 0, 0 });
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((Game*)(Menu*)menuRegister->get("game"))->updatePosition(pos, 0, { 0, 0, 0 });
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- if (flags != lastFlags || direction != lastDirection || timeSinceSync >= 1)
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+ if (flags != lastFlags || direction != lastDirection || timeSinceSync >= 1 || hasCollided)
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{
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{
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if (timeSinceSync > 0)
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if (timeSinceSync > 0)
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{
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{
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