Improved light direction and added WorldIO
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					@ -7,7 +7,7 @@ in vec3 vertexNormal;
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out vec4 fragmentColor;
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					out vec4 fragmentColor;
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void main() {
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					void main() {
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    vec3 lightDirection = normalize(vec3(0.1, -1.0, -0.5));// TODO: Add this via a uniform.
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					    vec3 lightDirection = normalize(vec3(0.5, -1.0, -0.5));// TODO: Add this via a uniform.
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    vec3 lightColor = vec3(1.0, 1.0, 0.9); // TODO: Add this via a uniform.
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					    vec3 lightColor = vec3(1.0, 1.0, 0.9); // TODO: Add this via a uniform.
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    vec3 ambientComponent = vec3(0.1, 0.1, 0.1);
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					    vec3 ambientComponent = vec3(0.1, 0.1, 0.1);
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					@ -8,6 +8,10 @@ import org.joml.Vector3ic;
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import java.util.HashMap;
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					import java.util.HashMap;
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import java.util.Map;
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					import java.util.Map;
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					/**
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					 * A world is just a collection of chunks that together form the environment
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					 * that players can interact in.
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					 */
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public class World {
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					public class World {
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	private final Map<Vector3ic, Chunk> chunkMap = new HashMap<>();
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						private final Map<Vector3ic, Chunk> chunkMap = new HashMap<>();
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					@ -0,0 +1,44 @@
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					package nl.andrewl.aos_core.model;
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					import java.io.DataInputStream;
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					import java.io.DataOutputStream;
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					import java.io.IOException;
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					import java.nio.file.Files;
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					import java.nio.file.Path;
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					/**
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					 * Utility class for reading and writing worlds to files.
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					 */
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					public final class WorldIO {
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						public static void write(World world, Path path) throws IOException {
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							var chunks = world.getChunkMap().values();
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							try (var os = Files.newOutputStream(path)) {
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								var out = new DataOutputStream(os);
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								out.writeInt(chunks.size());
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								for (var chunk : chunks) {
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									out.writeInt(chunk.getPosition().x);
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									out.writeInt(chunk.getPosition().y);
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									out.writeInt(chunk.getPosition().z);
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									out.write(chunk.getBlocks());
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								}
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							}
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						}
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						public static World read(Path path) throws IOException {
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							World world = new World();
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							try (var is = Files.newInputStream(path)) {
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								var in = new DataInputStream(is);
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								int chunkCount = in.readInt();
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								for (int i = 0; i < chunkCount; i++) {
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									Chunk chunk = new Chunk(
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											in.readInt(),
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											in.readInt(),
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											in.readInt(),
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											in.readNBytes(Chunk.TOTAL_SIZE)
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									);
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									world.addChunk(chunk);
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								}
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							}
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							return world;
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						}
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					}
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					@ -1,20 +1,19 @@
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package nl.andrewl.aos2_server;
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					package nl.andrewl.aos2_server;
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import nl.andrewl.aos_core.model.Chunk;
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import nl.andrewl.aos_core.model.World;
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					import nl.andrewl.aos_core.model.World;
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					import nl.andrewl.aos_core.model.WorldIO;
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import nl.andrewl.aos_core.net.UdpReceiver;
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					import nl.andrewl.aos_core.net.UdpReceiver;
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import nl.andrewl.aos_core.net.udp.ClientInputState;
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					import nl.andrewl.aos_core.net.udp.ClientInputState;
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import nl.andrewl.aos_core.net.udp.ClientOrientationState;
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					import nl.andrewl.aos_core.net.udp.ClientOrientationState;
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import nl.andrewl.aos_core.net.udp.DatagramInit;
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					import nl.andrewl.aos_core.net.udp.DatagramInit;
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import nl.andrewl.aos_core.net.udp.PlayerUpdateMessage;
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					import nl.andrewl.aos_core.net.udp.PlayerUpdateMessage;
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import nl.andrewl.record_net.Message;
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					import nl.andrewl.record_net.Message;
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import org.joml.Vector3f;
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import org.slf4j.Logger;
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					import org.slf4j.Logger;
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import org.slf4j.LoggerFactory;
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					import org.slf4j.LoggerFactory;
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import java.io.IOException;
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					import java.io.IOException;
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import java.net.*;
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					import java.net.*;
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import java.util.Random;
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					import java.nio.file.Path;
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import java.util.concurrent.ForkJoinPool;
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					import java.util.concurrent.ForkJoinPool;
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public class Server implements Runnable {
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					public class Server implements Runnable {
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					@ -37,24 +36,26 @@ public class Server implements Runnable {
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		this.worldUpdater = new WorldUpdater(this, 20);
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							this.worldUpdater = new WorldUpdater(this, 20);
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		// Generate world. TODO: do this elsewhere.
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							// Generate world. TODO: do this elsewhere.
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		Random rand = new Random(1);
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					//		Random rand = new Random(1);
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		this.world = new World();
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					//		this.world = new World();
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		for (int x = -5; x <= 5; x++) {
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					//		for (int x = -5; x <= 5; x++) {
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			for (int y = 0; y <= 5; y++) {
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					//			for (int y = 0; y <= 5; y++) {
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				for (int z = -3; z <= 3; z++) {
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					//				for (int z = -3; z <= 3; z++) {
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					Chunk chunk = new Chunk(x, y, z);
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					//					Chunk chunk = new Chunk(x, y, z);
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					if (y <= 3) {
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					//					if (y <= 3) {
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						for (int i = 0; i < Chunk.TOTAL_SIZE; i++) {
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					//						for (int i = 0; i < Chunk.TOTAL_SIZE; i++) {
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							chunk.getBlocks()[i] = (byte) rand.nextInt(20, 40);
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					//							chunk.getBlocks()[i] = (byte) rand.nextInt(20, 40);
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						}
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					//						}
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					}
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					//					}
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					world.addChunk(chunk);
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					//					world.addChunk(chunk);
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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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		world.setBlockAt(new Vector3f(5, 64, 5), (byte) 50);
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					//		world.setBlockAt(new Vector3f(5, 64, 5), (byte) 50);
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		world.setBlockAt(new Vector3f(5, 65, 6), (byte) 50);
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					//		world.setBlockAt(new Vector3f(5, 65, 6), (byte) 50);
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		world.setBlockAt(new Vector3f(5, 66, 7), (byte) 50);
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					//		world.setBlockAt(new Vector3f(5, 66, 7), (byte) 50);
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					//		WorldIO.write(world, Path.of("testworld"));
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							this.world = WorldIO.read(Path.of("testworld"));
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	}
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						}
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	@Override
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						@Override
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					@ -89,7 +89,7 @@ public class WorldUpdater implements Runnable {
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		}
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							}
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		// Apply horizontal deceleration to the player before computing any input-derived acceleration.
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							// Apply horizontal deceleration to the player before computing any input-derived acceleration.
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		if (hv.length() > 0) {
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							if (grounded && hv.length() > 0) {
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			Vector3f deceleration = new Vector3f(hv).negate().normalize().mul(0.1f);
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								Vector3f deceleration = new Vector3f(hv).negate().normalize().mul(0.1f);
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			hv.add(deceleration);
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								hv.add(deceleration);
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			if (hv.length() < 0.1f) {
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								if (hv.length() < 0.1f) {
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					@ -107,30 +107,29 @@ public class WorldUpdater implements Runnable {
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		}
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							}
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		// Compute horizontal motion separately.
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							// Compute horizontal motion separately.
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		if (inputState.forward()) a.z -= 1;
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							if (grounded) {
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		if (inputState.backward()) a.z += 1;
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								if (inputState.forward()) a.z -= 1;
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		if (inputState.left()) a.x -= 1;
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								if (inputState.backward()) a.z += 1;
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		if (inputState.right()) a.x += 1;
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								if (inputState.left()) a.x -= 1;
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//		if (inputState.crouching()) a.y -= 1; // TODO: do crouching instead of down.
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								if (inputState.right()) a.x += 1;
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		if (a.lengthSquared() > 0) {
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					//			if (inputState.crouching()) a.y -= 1; // TODO: do crouching instead of down.
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			a.normalize();
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								if (a.lengthSquared() > 0) {
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			Matrix4f moveTransform = new Matrix4f();
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									a.normalize();
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			moveTransform.rotate(player.getOrientation().x, new Vector3f(0, 1, 0));
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									Matrix4f moveTransform = new Matrix4f();
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			moveTransform.transformDirection(a);
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									moveTransform.rotate(player.getOrientation().x, new Vector3f(0, 1, 0));
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			hv.add(a);
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									moveTransform.transformDirection(a);
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									hv.add(a);
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			final float maxSpeed = 0.25f; // Blocks per tick.
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									final float maxSpeed = 0.25f; // Blocks per tick.
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			if (hv.length() > maxSpeed) {
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									if (hv.length() > maxSpeed) {
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				hv.normalize(maxSpeed);
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										hv.normalize(maxSpeed);
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									}
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									v.x = hv.x;
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									v.z = hv.z;
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									updated = true;
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			}
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								}
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			v.x = hv.x;
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			v.z = hv.z;
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			updated = true;
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		}
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							}
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		// Check if the player is colliding with the world.
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		// Apply velocity to the player's position.
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							// Apply velocity to the player's position.
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		if (v.lengthSquared() > 0) {
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							if (v.lengthSquared() > 0) {
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			p.add(v);
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								p.add(v);
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