diff --git a/src/physics.rs b/src/physics.rs index d0c2525..a42ad7c 100644 --- a/src/physics.rs +++ b/src/physics.rs @@ -975,7 +975,7 @@ impl PhysicsState { //collect x match collision_data.face { TreyMeshFace::Top|TreyMeshFace::Back|TreyMeshFace::Bottom|TreyMeshFace::Front=>{ - for t in zeroes2(mesh0.max.x()-mesh1.min.x(),v.x(),a.x()/2) { + for &t in zeroes2(mesh0.max.x()-mesh1.min.x(),v.x(),a.x()/2){ //negative t = back in time //must be moving towards surface to collide //must beat the current soonest collision time @@ -988,7 +988,7 @@ impl PhysicsState { break; } } - for t in zeroes2(mesh0.min.x()-mesh1.max.x(),v.x(),a.x()/2) { + for &t in zeroes2(mesh0.min.x()-mesh1.max.x(),v.x(),a.x()/2){ //negative t = back in time //must be moving towards surface to collide //must beat the current soonest collision time @@ -1020,7 +1020,7 @@ impl PhysicsState { //collect y match collision_data.face { TreyMeshFace::Left|TreyMeshFace::Back|TreyMeshFace::Right|TreyMeshFace::Front=>{ - for t in zeroes2(mesh0.max.y()-mesh1.min.y(),v.y(),a.y()/2) { + for &t in zeroes2(mesh0.max.y()-mesh1.min.y(),v.y(),a.y()/2){ //negative t = back in time //must be moving towards surface to collide //must beat the current soonest collision time @@ -1033,7 +1033,7 @@ impl PhysicsState { break; } } - for t in zeroes2(mesh0.min.y()-mesh1.max.y(),v.y(),a.y()/2) { + for &t in zeroes2(mesh0.min.y()-mesh1.max.y(),v.y(),a.y()/2){ //negative t = back in time //must be moving towards surface to collide //must beat the current soonest collision time @@ -1065,7 +1065,7 @@ impl PhysicsState { //collect z match collision_data.face { TreyMeshFace::Left|TreyMeshFace::Bottom|TreyMeshFace::Right|TreyMeshFace::Top=>{ - for t in zeroes2(mesh0.max.z()-mesh1.min.z(),v.z(),a.z()/2) { + for &t in zeroes2(mesh0.max.z()-mesh1.min.z(),v.z(),a.z()/2){ //negative t = back in time //must be moving towards surface to collide //must beat the current soonest collision time @@ -1078,7 +1078,7 @@ impl PhysicsState { break; } } - for t in zeroes2(mesh0.min.z()-mesh1.max.z(),v.z(),a.z()/2) { + for &t in zeroes2(mesh0.min.z()-mesh1.max.z(),v.z(),a.z()/2){ //negative t = back in time //must be moving towards surface to collide //must beat the current soonest collision time @@ -1124,7 +1124,7 @@ impl PhysicsState { let mut best_time=time_limit; let mut best_face:Option=None; //collect x - for t in zeroes2(mesh0.max.x()-mesh1.min.x(),v.x(),a.x()/2) { + for &t in zeroes2(mesh0.max.x()-mesh1.min.x(),v.x(),a.x()/2){ //must collide now or in the future //must beat the current soonest collision time //must be moving towards surface @@ -1140,7 +1140,7 @@ impl PhysicsState { } } } - for t in zeroes2(mesh0.min.x()-mesh1.max.x(),v.x(),a.x()/2) { + for &t in zeroes2(mesh0.min.x()-mesh1.max.x(),v.x(),a.x()/2){ //must collide now or in the future //must beat the current soonest collision time //must be moving towards surface @@ -1157,7 +1157,7 @@ impl PhysicsState { } } //collect y - for t in zeroes2(mesh0.max.y()-mesh1.min.y(),v.y(),a.y()/2) { + for &t in zeroes2(mesh0.max.y()-mesh1.min.y(),v.y(),a.y()/2){ //must collide now or in the future //must beat the current soonest collision time //must be moving towards surface @@ -1173,7 +1173,7 @@ impl PhysicsState { } } } - for t in zeroes2(mesh0.min.y()-mesh1.max.y(),v.y(),a.y()/2) { + for &t in zeroes2(mesh0.min.y()-mesh1.max.y(),v.y(),a.y()/2){ //must collide now or in the future //must beat the current soonest collision time //must be moving towards surface @@ -1190,7 +1190,7 @@ impl PhysicsState { } } //collect z - for t in zeroes2(mesh0.max.z()-mesh1.min.z(),v.z(),a.z()/2) { + for &t in zeroes2(mesh0.max.z()-mesh1.min.z(),v.z(),a.z()/2){ //must collide now or in the future //must beat the current soonest collision time //must be moving towards surface @@ -1206,7 +1206,7 @@ impl PhysicsState { } } } - for t in zeroes2(mesh0.min.z()-mesh1.max.z(),v.z(),a.z()/2) { + for &t in zeroes2(mesh0.min.z()-mesh1.max.z(),v.z(),a.z()/2){ //must collide now or in the future //must beat the current soonest collision time //must be moving towards surface