Refactor y-pos caluclation when Walker moves
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Build and Publish WASM version of demo / Build-And-Deploy (push) Successful in 17s
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Build and Publish WASM version of demo / Build-And-Deploy (push) Successful in 17s
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1 changed files with 3 additions and 5 deletions
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@ -90,12 +90,10 @@ void Walker::update(float dt, const TBBS &bbs, unsigned int width,
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float y = 0.0F;
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float y = 0.0F;
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float z = (float)(idx / width) - SURFACE_Y_OFFSET;
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float z = (float)(idx / width) - SURFACE_Y_OFFSET;
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Ray downwards{.position = Vector3{x, 20.0F, z},
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Ray downwards{.position = Vector3{x, bbs[idx].max.y + 1.0F, z},
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.direction = Vector3{0.0F, -1.0F, 0.0F}};
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.direction = Vector3{0.0F, -1.0F, 0.0F}};
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for (const auto &bb : bbs) {
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if (GetRayCollisionBox(downwards, bbs[idx]).hit) {
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if (GetRayCollisionBox(downwards, bb).hit) {
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y = (bbs[idx].min.y + bbs[idx].max.y) / 2.0F;
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y = (bb.min.y + bb.max.y) / 2.0F;
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}
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}
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}
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set_body_pos(Vector3{x, y, z});
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set_body_pos(Vector3{x, y, z});
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