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Quaternions 2023-09-18 18:50:12 -07:00
parent ca141c800c
commit 21dc425fc2

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@ -525,8 +525,7 @@ impl PhysicsState {
let (p,v,a)=(self.body.position,self.body.velocity,self.body.acceleration); let (p,v,a)=(self.body.position,self.body.velocity,self.body.acceleration);
//collect x //collect x
for t in zeroes2(mesh0.max.x-mesh1.min.x,v.x,a.x) { for t in zeroes2(mesh0.max.x-mesh1.min.x,v.x,a.x) {
//negative t = back in time //must collide now or in the future
//must be moving towards surface to collide
//must beat the current soonest collision time //must beat the current soonest collision time
//must be moving towards surface //must be moving towards surface
let t_time=self.body.time+((t as f64)*1_000_000_000f64) as TIME; let t_time=self.body.time+((t as f64)*1_000_000_000f64) as TIME;
@ -541,8 +540,7 @@ impl PhysicsState {
} }
} }
for t in zeroes2(mesh0.min.x-mesh1.max.x,v.x,a.x) { for t in zeroes2(mesh0.min.x-mesh1.max.x,v.x,a.x) {
//negative t = back in time //must collide now or in the future
//must be moving towards surface to collide
//must beat the current soonest collision time //must beat the current soonest collision time
//must be moving towards surface //must be moving towards surface
let t_time=self.body.time+((t as f64)*1_000_000_000f64) as TIME; let t_time=self.body.time+((t as f64)*1_000_000_000f64) as TIME;
@ -558,8 +556,7 @@ impl PhysicsState {
} }
//collect y //collect y
for t in zeroes2(mesh0.max.y-mesh1.min.y,v.y,a.y) { for t in zeroes2(mesh0.max.y-mesh1.min.y,v.y,a.y) {
//negative t = back in time //must collide now or in the future
//must be moving towards surface to collide
//must beat the current soonest collision time //must beat the current soonest collision time
//must be moving towards surface //must be moving towards surface
let t_time=self.body.time+((t as f64)*1_000_000_000f64) as TIME; let t_time=self.body.time+((t as f64)*1_000_000_000f64) as TIME;
@ -574,8 +571,7 @@ impl PhysicsState {
} }
} }
for t in zeroes2(mesh0.min.y-mesh1.max.y,v.y,a.y) { for t in zeroes2(mesh0.min.y-mesh1.max.y,v.y,a.y) {
//negative t = back in time //must collide now or in the future
//must be moving towards surface to collide
//must beat the current soonest collision time //must beat the current soonest collision time
//must be moving towards surface //must be moving towards surface
let t_time=self.body.time+((t as f64)*1_000_000_000f64) as TIME; let t_time=self.body.time+((t as f64)*1_000_000_000f64) as TIME;
@ -591,8 +587,7 @@ impl PhysicsState {
} }
//collect z //collect z
for t in zeroes2(mesh0.max.z-mesh1.min.z,v.z,a.z) { for t in zeroes2(mesh0.max.z-mesh1.min.z,v.z,a.z) {
//negative t = back in time //must collide now or in the future
//must be moving towards surface to collide
//must beat the current soonest collision time //must beat the current soonest collision time
//must be moving towards surface //must be moving towards surface
let t_time=self.body.time+((t as f64)*1_000_000_000f64) as TIME; let t_time=self.body.time+((t as f64)*1_000_000_000f64) as TIME;
@ -607,8 +602,7 @@ impl PhysicsState {
} }
} }
for t in zeroes2(mesh0.min.z-mesh1.max.z,v.z,a.z) { for t in zeroes2(mesh0.min.z-mesh1.max.z,v.z,a.z) {
//negative t = back in time //must collide now or in the future
//must be moving towards surface to collide
//must beat the current soonest collision time //must beat the current soonest collision time
//must be moving towards surface //must be moving towards surface
let t_time=self.body.time+((t as f64)*1_000_000_000f64) as TIME; let t_time=self.body.time+((t as f64)*1_000_000_000f64) as TIME;