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use force for plr
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@ -52,6 +52,14 @@ pub fn generate_world(chunk_position: IVec3, seed: u64) -> (BlockData, Vec<Queue
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}
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}
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};
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};
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//STICK
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if chunk_position.x == 0 && chunk_position.y == 5 {
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for z in 0..CHUNK_SIZE {
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blocks[0][0][z] = Block::Stone;
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}
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}
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//
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let mut height_noise = FastNoise::seeded(seed);
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let mut height_noise = FastNoise::seeded(seed);
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height_noise.set_fractal_type(FractalType::FBM);
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height_noise.set_fractal_type(FractalType::FBM);
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height_noise.set_fractal_octaves(4);
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height_noise.set_fractal_octaves(4);
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@ -1,4 +1,4 @@
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use glam::{EulerRot, Mat4, Quat, Vec2, Vec2Swizzles, Vec3, Vec3Swizzles};
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use glam::{vec3, EulerRot, Mat4, Quat, Vec2, Vec2Swizzles, Vec3, Vec3Swizzles};
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use shipyard::{track, Component, Get, IntoIter, IntoWithId, IntoWorkload, Unique, UniqueView, View, ViewMut, Workload};
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use shipyard::{track, Component, Get, IntoIter, IntoWithId, IntoWorkload, Unique, UniqueView, View, ViewMut, Workload};
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use winit::keyboard::KeyCode;
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use winit::keyboard::KeyCode;
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use std::f32::consts::PI;
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use std::f32::consts::PI;
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@ -77,17 +77,23 @@ fn update_movement(
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transform.0 = Mat4::from_scale_rotation_translation(scale, rotation_norm, translation);
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transform.0 = Mat4::from_scale_rotation_translation(scale, rotation_norm, translation);
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},
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},
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PlayerControllerType::FpsCtl => {
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PlayerControllerType::FpsCtl => {
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let actor = (&mut actors).get(id).unwrap();
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let mut actor = (&mut actors).get(id).unwrap();
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let euler = rotation_norm.to_euler(EulerRot::YZX);
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let euler = rotation_norm.to_euler(EulerRot::YZX);
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let right = Vec2::from_angle(-euler.0).extend(0.).xzy();
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let right = Vec2::from_angle(-euler.0).extend(0.).xzy();
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let forward = Vec2::from_angle(-(euler.0 + PI/2.)).extend(0.).xzy();
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let forward = Vec2::from_angle(-(euler.0 + PI/2.)).extend(0.).xzy();
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translation += forward * movement.z * ctl.speed * dt.0.as_secs_f32();
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actor.apply_force(ctl.speed * (
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translation += right * movement.x * ctl.speed * dt.0.as_secs_f32();
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(forward * movement.z) +
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translation += Vec3::Y * movement.y * ctl.speed * dt.0.as_secs_f32();
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(right * movement.x) +
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(Vec3::Y * movement.y)
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));
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transform.0 = Mat4::from_scale_rotation_translation(scale, rotation_norm, translation);
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// translation += forward * movement.z * ctl.speed * dt.0.as_secs_f32();
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// translation += right * movement.x * ctl.speed * dt.0.as_secs_f32();
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// translation += Vec3::Y * movement.y * ctl.speed * dt.0.as_secs_f32();
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// transform.0 = Mat4::from_scale_rotation_translation(scale, rotation_norm, translation);
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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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