Added collision
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@@ -53,11 +53,21 @@ public:
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void drawShadowDepth(Renderer& renderer);
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void drawWithShadow(Renderer& renderer, const Eigen::Matrix4f& lightFromCamera, GLuint shadowMapTex, const Eigen::Vector3f& lightDirCamera);
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// Character-to-character collision (XZ-plane). Used by Location to keep
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// player/NPCs from walking through each other.
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float collisionRadius = 0.45f;
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// attackDirection is a world-space horizontal vector pointing from the
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// attacker toward this character — i.e. the direction the hit pushes
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// them. A zero vector disables directional sparks (isotropic burst).
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void applyDamage(float damageAmount, const Eigen::Vector3f& attackDirection = Eigen::Vector3f::Zero());
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// Movement/path introspection used for dynamic replanning.
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bool isMoving() const;
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const Eigen::Vector3f& getRequestedWalkTarget() const { return requestedWalkTarget; }
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Eigen::Vector3f getCurrentNavigationTarget() const;
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void forceReplan();
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// attackDirection is a world-space horizontal vector pointing from the
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// attacker toward this character — i.e. the direction the hit pushes
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// them. A zero vector disables directional sparks (isotropic burst).
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void applyDamage(float damageAmount, const Eigen::Vector3f& attackDirection = Eigen::Vector3f::Zero());
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// Configures the per-character hit-spark emitter with the shared spark
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// texture. Safe to call once per character after construction.
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