478 lines
16 KiB
Plaintext
478 lines
16 KiB
Plaintext
#load "gjk.jai";
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WORLD_UP :: Vector3.{0,1,0};
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GRAVITY :: -20.8;
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Collider_Type :: enum {
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AABB;
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SPHERE;
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MESH;
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BOX;
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}
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Sphere :: struct {
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radius: float;
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}
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Mesh_Collider :: struct {
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vertices : [..] Vector3;
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is_baked: bool;
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}
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Trigger_Overlap :: struct {
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entity: *Entity;
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frame_index: u64;
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}
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MAX_TRIGGER_OVERLAPS :: 16;
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Collision_Layers :: enum_flags {
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NONE;
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LAYER1;
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LAYER2;
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LAYER3;
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LAYER4;
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LAYER5;
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LAYER6;
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LAYER7;
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LAYER8;
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LAYER9;
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LAYER10;
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ALL :: .LAYER1 | LAYER2 | .LAYER3 | .LAYER4 | .LAYER5 | .LAYER6 | .LAYER7 | .LAYER8 | .LAYER9 | .LAYER10;
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}
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Collider :: struct {
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type : Collider_Type;
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layer: Collision_Layers = .LAYER1;
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collides_with_layers: Collision_Layers = .LAYER1;
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override_aabb: bool;
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render_aabb: bool;
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aabb_color: Vector4 = .{0,1,0,1};
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aabb: AABB;
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union {
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sphere: Sphere; @DontSerialize
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mesh : Mesh_Collider; @DontSerialize
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}
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overlaps: [MAX_TRIGGER_OVERLAPS] Trigger_Overlap; @DontSerialize
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num_overlaps: s64; @DontSerialize
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ignore: bool; @DontSerialize
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}
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Physics_Body :: struct {
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enabled: bool = true;
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velocity: Vector3; @DontSerialize
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friction : float = 0.0; @DontSerialize
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bounciness : float = 0.0; @DontSerialize
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linear_damping : float = 0.0; @DontSerialize
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check_for_grounded: bool; @DontSerialize
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grounded: bool; @DontSerialize
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}
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update_mesh_collider :: (e: *Entity) {
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if e.collider.mesh.vertices.count == 0 {
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array_resize(*e.collider.mesh.vertices, 8);
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}
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m := e.transform.model_matrix;
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e.collider.mesh.vertices[0] = transform_position(e.collider.aabb.min, m);
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e.collider.mesh.vertices[1] = transform_position(e.collider.aabb.max, m);
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e.collider.mesh.vertices[2] = transform_position(.{e.collider.aabb.min.x, e.collider.aabb.min.y, e.collider.aabb.max.z}, m);
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e.collider.mesh.vertices[3] = transform_position(.{e.collider.aabb.max.x, e.collider.aabb.min.y, e.collider.aabb.max.z}, m);
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e.collider.mesh.vertices[4] = transform_position(.{e.collider.aabb.max.x, e.collider.aabb.min.y, e.collider.aabb.min.z}, m);
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e.collider.mesh.vertices[5] = transform_position(.{e.collider.aabb.min.x, e.collider.aabb.max.y, e.collider.aabb.max.z}, m);
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e.collider.mesh.vertices[6] = transform_position(.{e.collider.aabb.max.x, e.collider.aabb.max.y, e.collider.aabb.min.z}, m);
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e.collider.mesh.vertices[7] = transform_position(.{e.collider.aabb.min.x, e.collider.aabb.max.y, e.collider.aabb.min.z}, m);
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e.collider.mesh.is_baked = true;
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}
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update_trigger_mesh_colliders :: (scene: *Scene) {
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for e: scene.entities {
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if e.flags & .TRIGGER {
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if e.collider.type == .MESH {
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update_mesh_collider(e);
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}
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}
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}
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}
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update_mesh_colliders :: (scene: *Scene) {
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for e: scene.entities {
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if e.flags & .COLLISION {
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if e.collider.type == .MESH {
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if e.flags & .STATIC && e.collider.mesh.is_baked continue;
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update_mesh_collider(e);
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}
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}
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}
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}
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make_sure_entity_does_not_collide :: (e: *Entity, scene: *Scene) {
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if e.flags & .PHYSICS {
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aabb := e.collider.aabb;
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aabb.min += e.transform.position;
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aabb.max += e.transform.position;
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for other_e: scene.entities {
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if e == other_e continue;
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if other_e.flags & .COLLISION {
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other_aabb := other_e.collider.aabb;
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other_aabb.min += other_e.transform.position;
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other_aabb.max += other_e.transform.position;
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if aabb_vs_aabb(aabb, other_aabb) {
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offset := resolve_aabb_vs_aabb(aabb, other_aabb);
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set_position(*e.transform, e.transform.position + offset * 1.0001);
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}
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}
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}
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}
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}
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make_sure_nothing_collides :: (scene: *Scene) {
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for e: scene.entities {
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make_sure_entity_does_not_collide(e, scene);
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}
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}
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update_gravity :: (scene: *Scene, dt: float) {
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for e: scene.entities {
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if !e.enabled continue;
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if !e.body.enabled continue;
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if e.flags & .PHYSICS {
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#if NETWORKING { if e.is_proxy continue; }
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if e.collider.ignore continue;
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e.body.velocity.y += GRAVITY * dt;
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}
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}
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}
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update_positions :: (scene: *Scene, dt: float) {
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for e: scene.entities {
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if !e.enabled continue;
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if !e.body.enabled continue;
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#if NETWORKING { if e.is_proxy continue; }
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if e.collider.ignore continue;
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if e.flags & .PHYSICS {
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delta := e.body.velocity * dt;
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set_position(*e.transform, e.transform.position + delta);
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// @Speed: Only do this, if we actually moved
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m := e.transform.model_matrix;
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if e.collider.mesh.vertices.count < 8 continue;
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e.collider.mesh.vertices[0] = transform_position(e.collider.aabb.min, m);
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e.collider.mesh.vertices[1] = transform_position(e.collider.aabb.max, m);
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e.collider.mesh.vertices[2] = transform_position(.{e.collider.aabb.min.x, e.collider.aabb.min.y, e.collider.aabb.max.z}, m);
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e.collider.mesh.vertices[3] = transform_position(.{e.collider.aabb.max.x, e.collider.aabb.min.y, e.collider.aabb.max.z}, m);
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e.collider.mesh.vertices[4] = transform_position(.{e.collider.aabb.max.x, e.collider.aabb.min.y, e.collider.aabb.min.z}, m);
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e.collider.mesh.vertices[5] = transform_position(.{e.collider.aabb.min.x, e.collider.aabb.max.y, e.collider.aabb.max.z}, m);
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e.collider.mesh.vertices[6] = transform_position(.{e.collider.aabb.max.x, e.collider.aabb.max.y, e.collider.aabb.min.z}, m);
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e.collider.mesh.vertices[7] = transform_position(.{e.collider.aabb.min.x, e.collider.aabb.max.y, e.collider.aabb.min.z}, m);
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}
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}
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}
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add_trigger_overlap_if_new :: (triggered_entity: *Entity, triggered_by_entity: *Entity) {
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for 0..triggered_entity.collider.num_overlaps-1 {
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overlap := *triggered_entity.collider.overlaps[it];
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if overlap.entity == triggered_by_entity {
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overlap.frame_index = frame_index;
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return;
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}
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}
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if engine.procs.on_trigger_enter != null {
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engine.procs.on_trigger_enter(triggered_entity, triggered_by_entity);
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}
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triggered_entity.collider.overlaps[triggered_entity.collider.num_overlaps] = .{ triggered_by_entity, frame_index };
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triggered_entity.collider.num_overlaps += 1;
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}
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can_collide :: (e: *Entity, other: *Entity) -> bool {
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return xx (e.collider.collides_with_layers & other.collider.layer);
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}
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physics_step :: (scene: *Scene, timestep: float) {
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update_gravity(scene, timestep);
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update_positions(scene, timestep);
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for e: scene.entities {
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if !e.enabled continue;
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if !e.body.enabled continue;
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#if NETWORKING { if e.is_proxy continue;}
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if e.collider.ignore continue;
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if e.flags & .PHYSICS {
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if e.body.check_for_grounded {
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e.body.grounded = false;
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}
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for other_e: scene.entities {
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if e == other_e continue;
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if other_e.collider.ignore continue;
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if !other_e.enabled continue;
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if !other_e.body.enabled continue;
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if !can_collide(e, other_e) continue;
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if other_e.flags & .COLLISION {
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if other_e.collider.type == .AABB {
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inv_matrix := inverse(other_e.transform.model_matrix);
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aabb := other_e.collider.aabb;
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if point_inside_aabb(aabb, transform_position(e.transform.position, inv_matrix)) {
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//add_trigger_overlap_if_new(other_e, e);
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}
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} else {
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point := gjk(e.collider, other_e.collider);
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if point.has_collision {
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if other_e.flags & .TRIGGER {
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// TRIGGER CALLBACK
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add_trigger_overlap_if_new(other_e, e);
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} else {
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n := -point.normal;
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speed_along_normal := dot(e.body.velocity, n);
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restitution := e.body.bounciness;
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impulse := n * (-(1.0 + restitution) * speed_along_normal);
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e.body.velocity += impulse;
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percent := 0.1;
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slop := 0.005;
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correction := n * max(point.penetration_depth - slop, 0.0) / (1.0 / percent);
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set_position(*e.transform, e.transform.position + correction);
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if e.body.check_for_grounded {
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e.body.grounded = dot(n, WORLD_UP) > 0.6; // @Incomplete: Add allowed angle variable at some point?
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}
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// @Incomplete: This shouldn't be in here
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//if e.type == Diamond && length(impulse) > 2.0 {
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// play_audio_event(sfx_diamond_hit);
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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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}
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}
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}
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update_physics :: (scene: *Scene, dt: float) {
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for scene.entities {
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if it.collider.type == .MESH {
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if !it.collider.mesh.is_baked {
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update_mesh_collider(it);
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}
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}
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}
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iterations := 4;
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step_time := dt / cast(float)iterations;
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for 0..iterations-1 {
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physics_step(scene, step_time);
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for e: scene.entities {
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if e.flags & .PHYSICS {
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//if e.body.friction > 0.0 {
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// e.body.velocity *= 1.0 - (e.body.friction / cast(float)iterations);
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//}
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e.body.velocity *= (1.0 - e.body.linear_damping / cast(float)iterations);
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}
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}
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}
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for e: scene.entities {
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index := 0;
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while index < e.collider.num_overlaps {
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defer index += 1;
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if e.collider.overlaps[index].frame_index < frame_index {
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if engine.procs.on_trigger_exit != null {
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engine.procs.on_trigger_exit(e, e.collider.overlaps[index].entity);
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}
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if e.collider.num_overlaps > 1 {
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e.collider.overlaps[index] = e.collider.overlaps[e.collider.num_overlaps-1];
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}
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e.collider.num_overlaps -= 1;
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}
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}
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}
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}
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// DISCRETE
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aabb_vs_aabb :: (box1: AABB, box2: AABB) -> bool {
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// Check for no overlap along any axis
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if box1.max.x < box2.min.x || box1.min.x > box2.max.x return false;
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if box1.max.y < box2.min.y || box1.min.y > box2.max.y return false;
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if box1.max.z < box2.min.z || box1.min.z > box2.max.z return false;
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return true;
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}
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resolve_aabb_vs_aabb :: (moving_box: AABB, static_box: AABB) -> Vector3 {
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overlap_x := min(moving_box.max.x, static_box.max.x) - max(moving_box.min.x, static_box.min.x);
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overlap_y := min(moving_box.max.y, static_box.max.y) - max(moving_box.min.y, static_box.min.y);
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overlap_z := min(moving_box.max.z, static_box.max.z) - max(moving_box.min.z, static_box.min.z);
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offset : Vector3;
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// Resolve overlap on each axis
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if (overlap_x > 0 && overlap_y > 0 && overlap_z > 0) {
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// Determine which axis has the smallest overlap
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if (overlap_x <= overlap_y && overlap_x <= overlap_z) {
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// Resolve overlap on X-axis
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if (moving_box.max.x < static_box.max.x) {
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offset.x -= overlap_x;
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} else {
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offset.x += overlap_x;
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}
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} else if (overlap_y <= overlap_x && overlap_y <= overlap_z) {
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// Resolve overlap on Y-axis
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if (moving_box.max.y < static_box.max.y) {
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offset.y -= overlap_y;
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} else {
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offset.y += overlap_y;
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}
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} else {
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// Resolve overlap on Z-axis
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if (moving_box.max.z < static_box.max.z) {
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offset.z -= overlap_z;
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} else {
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offset.z += overlap_z;
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}
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}
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}
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return offset;
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}
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// SWEPT
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// Check for collision between two AABBs over a specified time interval
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swept_aabb_collision :: (box1: AABB, box2: AABB, delta: Vector3) -> bool, t_enter: float, t_exit: float {
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d_inv := 1.0 / delta;
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tx_enter, tx_exit, ty_enter, ty_exit, tz_enter, tz_exit : float;
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if (delta.x >= 0) {
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tx_enter = (box2.min.x - box1.max.x) * d_inv.x;
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tx_exit = (box2.max.x - box1.min.x) * d_inv.x;
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} else {
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tx_enter = (box2.max.x - box1.min.x) * d_inv.x;
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tx_exit = (box2.min.x - box1.max.x) * d_inv.x;
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}
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if (delta.y >= 0) {
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ty_enter = (box2.min.y - box1.max.y) * d_inv.y;
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ty_exit = (box2.max.y - box1.min.y) * d_inv.y;
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} else {
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ty_enter = (box2.max.y - box1.min.y) * d_inv.y;
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ty_exit = (box2.min.y - box1.max.y) * d_inv.y;
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}
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if (delta.z >= 0) {
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tz_enter = (box2.min.z - box1.max.z) * d_inv.z;
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tz_exit = (box2.max.z - box1.min.z) * d_inv.z;
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} else {
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tz_enter = (box2.max.z - box1.min.z) * d_inv.z;
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tz_exit = (box2.min.z - box1.max.z) * d_inv.z;
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}
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t_enter := max(max(tx_enter, ty_enter), tz_enter);
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t_exit := min(min(tx_exit, ty_exit), tz_exit);
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return t_enter <= t_exit && t_exit >= 0 && t_enter <= 1, t_enter, t_exit;
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}
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calculate_aabbs :: (scene: *Scene) {
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for e: scene.entities {
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if e.flags & .COLLISION && e.flags & .RENDERABLE {
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if e.collider.override_aabb continue;
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if e.renderable.model == 0 continue;
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aabb : AABB;
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model := get_model_by_handle(e.renderable.model);
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for n : model.nodes {
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if n.parent == 0 {
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bake_aabb(*aabb, Matrix4_Identity, e, n);
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}
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}
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e.collider.aabb = aabb;
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}
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}
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}
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bake_aabb :: (aabb: *AABB, parent_matrix: Matrix4, e: *Entity, n: Node) {
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update_matrix(*n.transform);
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node_matrix := parent_matrix * n.transform.model_matrix;
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for handle : n.meshes {
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index := 0;
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m := parray_get(*engine.renderer.meshes, handle);
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if m.indices.count > 0 {
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while index < m.indices.count {
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i1 := m.indices[index];
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i2 := m.indices[index + 1];
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i3 := m.indices[index + 2];
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p0 := to_v3(node_matrix * to_v4(m.positions[i1]));
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p1 := to_v3(node_matrix * to_v4(m.positions[i2]));
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p2 := to_v3(node_matrix * to_v4(m.positions[i3]));
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apply_min_max(*aabb.min, *aabb.max, p0);
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apply_min_max(*aabb.min, *aabb.max, p1);
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apply_min_max(*aabb.min, *aabb.max, p2);
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index += 3;
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}
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// assert("Meshes with indices currently for aabb collision baking." && false);
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} else {
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while index < m.positions.count - 1 {
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p0 := to_v3(node_matrix * to_v4(m.positions[index]));
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p1 := to_v3(node_matrix * to_v4(m.positions[index + 1]));
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p2 := to_v3(node_matrix * to_v4(m.positions[index + 2]));
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apply_min_max(*aabb.min, *aabb.max, p0);
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apply_min_max(*aabb.min, *aabb.max, p1);
|
|
apply_min_max(*aabb.min, *aabb.max, p2);
|
|
|
|
index += 3;
|
|
}
|
|
}
|
|
}
|
|
|
|
model := get_model_by_handle(e.renderable.model);
|
|
|
|
for n.children {
|
|
child := *model.nodes[it - 1];
|
|
bake_aabb(aabb, node_matrix, e, child);
|
|
}
|
|
|
|
if abs(aabb.min.y - aabb.max.y) < 0.00001 {
|
|
aabb.min.y -= 0.001;
|
|
}
|
|
}
|
|
|
|
|