Probably fixed all the jittering, won't need the jitter guard anymore.
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@@ -1,4 +1,3 @@
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<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
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<Collidable xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="Collidable.xsd">
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<JitterGuard>true</JitterGuard>
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</Collidable>
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@@ -7,10 +7,5 @@
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<xs:annotation>
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<xs:documentation>Needs a Model or AABB component to work, uses AABB if both are attached.</xs:documentation>
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</xs:annotation>
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<xs:complexType>
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<xs:all>
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<xs:element name="JitterGuard" type="t:bool" minOccurs="0"/>
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</xs:all>
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</xs:complexType>
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</xs:element>
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</xs:schema>
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@@ -470,6 +470,7 @@ bool AABBvsTriangle(const AABB& box,
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}
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glm::vec3 cornerResolution = (1+t) * diagonal;
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cornerResolution = glm::dot(cornerResolution, triNormal) * triNormal;
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//Overwrite the smallest resolution if cornerResolution is smaller.
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float lenSq = glm::length2(cornerResolution);
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if (lenSq < resolveShortest.DistanceSq) {
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@@ -66,7 +66,7 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
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}
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}
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}
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bool& jitterGuard = (bool&)entity["Collidable"]["JitterGuard"];
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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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@@ -88,12 +88,11 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
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glm::mat4 modelMatrix = Transform::ModelMatrix(boxB.Entity);
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glm::vec3 inOutVelocity = (glm::vec3)cPhysics["Velocity"];
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bool notMovingxz = glm::all(glm::lessThan(glm::abs(glm::vec2(inOutVelocity.x, inOutVelocity.z)), glm::vec2(0.01f))) && prevPosIt != m_PrevPositions.end();
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bool isOnGround = (bool)cPhysics["IsOnGround"];
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float verticalStepHeight = (float)(double)cPhysics["VerticalStepHeight"];
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if (Collision::AABBvsTriangles(boxA, model->Vertices(), model->m_Indices, modelMatrix, inOutVelocity, verticalStepHeight, isOnGround, resolutionVector)) {
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//Move the position to previous position if it is not moving in the xz-plane, else resolve with the resolution vector.
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(glm::vec3&)cTransform["Position"] += jitterGuard && notMovingxz ? prevPosIt->second - boxA.Origin() : resolutionVector;
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(glm::vec3&)cTransform["Position"] += resolutionVector;
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boxA = *Collision::EntityAbsoluteAABB(entity);
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cPhysics["Velocity"] = inOutVelocity;
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if (isOnGround) {
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@@ -118,7 +117,6 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
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(bool)cPhysics["IsOnGround"] = false;
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}
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jitterGuard = true;
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m_PrevPositions[entity] = boxA.Origin();
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}
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}
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@@ -273,14 +273,10 @@ void PlayerMovementSystem::updateMovementControllers(double dt)
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size = glm::vec3(1.f, 1.f, 1.f);
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} else {
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size = glm::vec3(1.f, 1.6f, 1.f);
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if (controller->CrouchingLastFrame() && player.HasComponent("Collidable")) {
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// Disable jitter guard so player doesn't get stuck in the ground.
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(bool&)player["Collidable"]["JitterGuard"] = false;
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if (isOnGround) {
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// The collision should resolve this anyway, but
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// this is more reliable, since the box gets larger.
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((glm::vec3&)cTransform["Position"]).y += 0.3f;
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}
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if (controller->CrouchingLastFrame() && isOnGround) {
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// The collision should resolve this anyway, but
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// this is more reliable, since the box gets larger.
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((glm::vec3&)cTransform["Position"]).y += 0.3f;
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}
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}
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}
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