This commit is contained in:
Quaternions 2023-10-26 20:24:43 -07:00
parent 0ec0d24302
commit 91f8652ece

View File

@ -975,7 +975,8 @@ impl PhysicsState {
//collect x //collect x
match collision_data.face { match collision_data.face {
TreyMeshFace::Top|TreyMeshFace::Back|TreyMeshFace::Bottom|TreyMeshFace::Front=>{ TreyMeshFace::Top|TreyMeshFace::Back|TreyMeshFace::Bottom|TreyMeshFace::Front=>{
for &t in zeroes2(mesh0.max.x()-mesh1.min.x(),v.x(),a.x()/2){ let (roots,nroots)=zeroes2(mesh0.max.x()-mesh1.min.x(),v.x(),a.x()/2);
for &t in &roots[0..nroots]{
//negative t = back in time //negative t = back in time
//must be moving towards surface to collide //must be moving towards surface to collide
//must beat the current soonest collision time //must beat the current soonest collision time
@ -988,7 +989,8 @@ impl PhysicsState {
break; break;
} }
} }
for &t in zeroes2(mesh0.min.x()-mesh1.max.x(),v.x(),a.x()/2){ let (roots,nroots)=zeroes2(mesh0.min.x()-mesh1.max.x(),v.x(),a.x()/2);
for &t in &roots[0..nroots]{
//negative t = back in time //negative t = back in time
//must be moving towards surface to collide //must be moving towards surface to collide
//must beat the current soonest collision time //must beat the current soonest collision time
@ -1020,7 +1022,8 @@ impl PhysicsState {
//collect y //collect y
match collision_data.face { match collision_data.face {
TreyMeshFace::Left|TreyMeshFace::Back|TreyMeshFace::Right|TreyMeshFace::Front=>{ TreyMeshFace::Left|TreyMeshFace::Back|TreyMeshFace::Right|TreyMeshFace::Front=>{
for &t in zeroes2(mesh0.max.y()-mesh1.min.y(),v.y(),a.y()/2){ let (roots,nroots)=zeroes2(mesh0.max.y()-mesh1.min.y(),v.y(),a.y()/2);
for &t in &roots[0..nroots]{
//negative t = back in time //negative t = back in time
//must be moving towards surface to collide //must be moving towards surface to collide
//must beat the current soonest collision time //must beat the current soonest collision time
@ -1033,7 +1036,8 @@ impl PhysicsState {
break; break;
} }
} }
for &t in zeroes2(mesh0.min.y()-mesh1.max.y(),v.y(),a.y()/2){ let (roots,nroots)=zeroes2(mesh0.min.y()-mesh1.max.y(),v.y(),a.y()/2);
for &t in &roots[0..nroots]{
//negative t = back in time //negative t = back in time
//must be moving towards surface to collide //must be moving towards surface to collide
//must beat the current soonest collision time //must beat the current soonest collision time
@ -1065,7 +1069,8 @@ impl PhysicsState {
//collect z //collect z
match collision_data.face { match collision_data.face {
TreyMeshFace::Left|TreyMeshFace::Bottom|TreyMeshFace::Right|TreyMeshFace::Top=>{ TreyMeshFace::Left|TreyMeshFace::Bottom|TreyMeshFace::Right|TreyMeshFace::Top=>{
for &t in zeroes2(mesh0.max.z()-mesh1.min.z(),v.z(),a.z()/2){ let (roots,nroots)=zeroes2(mesh0.max.z()-mesh1.min.z(),v.z(),a.z()/2);
for &t in &roots[0..nroots]{
//negative t = back in time //negative t = back in time
//must be moving towards surface to collide //must be moving towards surface to collide
//must beat the current soonest collision time //must beat the current soonest collision time
@ -1078,7 +1083,8 @@ impl PhysicsState {
break; break;
} }
} }
for &t in zeroes2(mesh0.min.z()-mesh1.max.z(),v.z(),a.z()/2){ let (roots,nroots)=zeroes2(mesh0.min.z()-mesh1.max.z(),v.z(),a.z()/2);
for &t in &roots[0..nroots]{
//negative t = back in time //negative t = back in time
//must be moving towards surface to collide //must be moving towards surface to collide
//must beat the current soonest collision time //must beat the current soonest collision time
@ -1124,7 +1130,8 @@ impl PhysicsState {
let mut best_time=time_limit; let mut best_time=time_limit;
let mut best_face:Option<TreyMeshFace>=None; let mut best_face:Option<TreyMeshFace>=None;
//collect x //collect x
for &t in zeroes2(mesh0.max.x()-mesh1.min.x(),v.x(),a.x()/2){ let (roots,nroots)=zeroes2(mesh0.max.x()-mesh1.min.x(),v.x(),a.x()/2);
for &t in &roots[0..nroots]{
//must collide now or in the future //must collide now or in the future
//must beat the current soonest collision time //must beat the current soonest collision time
//must be moving towards surface //must be moving towards surface
@ -1140,7 +1147,8 @@ impl PhysicsState {
} }
} }
} }
for &t in zeroes2(mesh0.min.x()-mesh1.max.x(),v.x(),a.x()/2){ let (roots,nroots)=zeroes2(mesh0.min.x()-mesh1.max.x(),v.x(),a.x()/2);
for &t in &roots[0..nroots]{
//must collide now or in the future //must collide now or in the future
//must beat the current soonest collision time //must beat the current soonest collision time
//must be moving towards surface //must be moving towards surface
@ -1157,7 +1165,8 @@ impl PhysicsState {
} }
} }
//collect y //collect y
for &t in zeroes2(mesh0.max.y()-mesh1.min.y(),v.y(),a.y()/2){ let (roots,nroots)=zeroes2(mesh0.max.y()-mesh1.min.y(),v.y(),a.y()/2);
for &t in &roots[0..nroots]{
//must collide now or in the future //must collide now or in the future
//must beat the current soonest collision time //must beat the current soonest collision time
//must be moving towards surface //must be moving towards surface
@ -1173,7 +1182,8 @@ impl PhysicsState {
} }
} }
} }
for &t in zeroes2(mesh0.min.y()-mesh1.max.y(),v.y(),a.y()/2){ let (roots,nroots)=zeroes2(mesh0.min.y()-mesh1.max.y(),v.y(),a.y()/2);
for &t in &roots[0..nroots]{
//must collide now or in the future //must collide now or in the future
//must beat the current soonest collision time //must beat the current soonest collision time
//must be moving towards surface //must be moving towards surface
@ -1190,7 +1200,8 @@ impl PhysicsState {
} }
} }
//collect z //collect z
for &t in zeroes2(mesh0.max.z()-mesh1.min.z(),v.z(),a.z()/2){ let (roots,nroots)=zeroes2(mesh0.max.z()-mesh1.min.z(),v.z(),a.z()/2);
for &t in &roots[0..nroots]{
//must collide now or in the future //must collide now or in the future
//must beat the current soonest collision time //must beat the current soonest collision time
//must be moving towards surface //must be moving towards surface
@ -1206,7 +1217,8 @@ impl PhysicsState {
} }
} }
} }
for &t in zeroes2(mesh0.min.z()-mesh1.max.z(),v.z(),a.z()/2){ let (roots,nroots)=zeroes2(mesh0.min.z()-mesh1.max.z(),v.z(),a.z()/2);
for &t in &roots[0..nroots]{
//must collide now or in the future //must collide now or in the future
//must beat the current soonest collision time //must beat the current soonest collision time
//must be moving towards surface //must be moving towards surface