Only apply air friction if the ground is never hit during the frame.
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@@ -20,6 +20,7 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
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// Collide against octree items
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m_OctreeResult.clear();
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m_Octree->ObjectsInSameRegion(*boundingBox, m_OctreeResult);
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bool everHitTheGround = false;
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for (auto& boxB : m_OctreeResult) {
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glm::vec3 resolutionVector;
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if (boxA.Entity == boxB.Entity) {
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@@ -43,17 +44,24 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
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if (Collision::AABBvsTriangles(boxA, model->m_Vertices, model->m_Indices, modelMatrix, inOutVelocity, verticalStepHeight, isOnGround, resolutionVector)) {
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(glm::vec3&)cTransform["Position"] += resolutionVector;
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cPhysics["Velocity"] = inOutVelocity;
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(bool)cPhysics["IsOnGround"] = isOnGround;
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} else {
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(bool)cPhysics["IsOnGround"] = false;
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if (isOnGround) {
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everHitTheGround = true;
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(bool)cPhysics["IsOnGround"] = true;
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}
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}
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} else if (Collision::AABBVsAABB(boxA, boxB, resolutionVector)) {
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//Enter here if boxB has no Model.
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(glm::vec3&)cTransform["Position"] += resolutionVector;
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(bool)cPhysics["IsOnGround"] = resolutionVector.y > 0;
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if ((bool)cPhysics["IsOnGround"]){
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if (resolutionVector.y > 0) {
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everHitTheGround = true;
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(bool)cPhysics["IsOnGround"] = true;
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((glm::vec3&)cPhysics["Velocity"]).y = 0.f;
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}
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}
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}
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//This should apply air friction and such, iff zero models were hit.
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if (!everHitTheGround) {
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(bool)cPhysics["IsOnGround"] = false;
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}
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}
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