margin of collision improvement
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@ -37,12 +37,12 @@
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"idleAnim" : "Sword|Idle",
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"collidable": {
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"type" : "CUBE",
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"dimension1" : 0.1,
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"dimension2" : 0.1,
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"dimension3" : 0.35,
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"offsetX" : 0,
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"dimension1" : 0.03,
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"dimension2" : 0.03,
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"dimension3" : 0.2,
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"offsetX" : 0.0,
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"offsetY" : 0.05,
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"offsetZ" : 0
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"offsetZ" : 0.0
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},
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"iconPath" : "Textures/icons/itemIconWeapon.png"
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},
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@ -48,6 +48,8 @@ public class PhysicsUtils {
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int arrayLength = heightfield.length;
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int arrayWidth = heightfield[0].length;
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float collisionMargin = 0.08f;
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/*
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Traditional buffer code not working for some reason
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@ -72,7 +74,7 @@ public class PhysicsUtils {
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for(int y = 0; y < arrayWidth; y++){
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vertices[vertexInserterPos] = x;
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vertexInserterPos++;
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vertices[vertexInserterPos] = heightfield[x][y];
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vertices[vertexInserterPos] = heightfield[x][y] - collisionMargin;
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vertexInserterPos++;
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vertices[vertexInserterPos] = y;
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vertexInserterPos++;
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@ -142,7 +144,7 @@ public class PhysicsUtils {
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);
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//uncomment if we start falling through things again
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// terrainShape.setMargin(0.08f);
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terrainShape.setMargin(collisionMargin);
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// terrainShape.localGetSupportingVertex(new javax.vecmath.Vector3f(1,0,0), aabbMin);
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// terrainShape.recalcLocalAabb();
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