localize EventStruct
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commit
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14
src/body.rs
14
src/body.rs
@ -1,3 +1,5 @@
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use crate::event::EventStruct;
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pub struct Body {
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pub struct Body {
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pub position: glam::Vec3,//I64 where 2^32 = 1 u
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pub position: glam::Vec3,//I64 where 2^32 = 1 u
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pub velocity: glam::Vec3,//I64 where 2^32 = 1 u/s
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pub velocity: glam::Vec3,//I64 where 2^32 = 1 u/s
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@ -65,8 +67,8 @@ impl PhysicsState {
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self.body.position+self.body.velocity*(dt as f32)+self.gravity*((0.5*dt*dt) as f32)
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self.body.position+self.body.velocity*(dt as f32)+self.gravity*((0.5*dt*dt) as f32)
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}
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}
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fn next_strafe_event(&self) -> Option<crate::event::EventStruct> {
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fn next_strafe_event(&self) -> Option<EventStruct> {
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return Some(crate::event::EventStruct{
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return Some(EventStruct{
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time:(self.time/self.strafe_tick_period+1)*self.strafe_tick_period,
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time:(self.time/self.strafe_tick_period+1)*self.strafe_tick_period,
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event:crate::event::EventEnum::StrafeTick
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event:crate::event::EventEnum::StrafeTick
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});
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});
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@ -75,10 +77,10 @@ impl PhysicsState {
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impl crate::event::EventTrait for PhysicsState {
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impl crate::event::EventTrait for PhysicsState {
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//this little next event function can cache its return value and invalidate the cached value by watching the State.
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//this little next event function can cache its return value and invalidate the cached value by watching the State.
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fn next_event(&self) -> Option<crate::event::EventStruct> {
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fn next_event(&self) -> Option<EventStruct> {
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//JUST POLLING!!! NO MUTATION
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//JUST POLLING!!! NO MUTATION
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let mut best_event: Option<crate::event::EventStruct> = None;
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let mut best_event: Option<EventStruct> = None;
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let collect_event = |test_event:Option<crate::event::EventStruct>|{
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let collect_event = |test_event:Option<EventStruct>|{
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match test_event {
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match test_event {
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Some(unwrap_test_event) => match best_event {
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Some(unwrap_test_event) => match best_event {
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Some(unwrap_best_event) => if unwrap_test_event.time<unwrap_best_event.time {
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Some(unwrap_best_event) => if unwrap_test_event.time<unwrap_best_event.time {
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@ -92,7 +94,7 @@ impl crate::event::EventTrait for PhysicsState {
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//check to see if yee need to jump (this is not the way lol)
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//check to see if yee need to jump (this is not the way lol)
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if self.grounded&&self.jump_trying {
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if self.grounded&&self.jump_trying {
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//scroll will be implemented with InputEvent::InstantJump rather than InputEvent::Jump(true)
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//scroll will be implemented with InputEvent::InstantJump rather than InputEvent::Jump(true)
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collect_event(Some(crate::event::EventStruct{
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collect_event(Some(EventStruct{
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time:self.time,
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time:self.time,
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event:crate::event::EventEnum::Jump
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event:crate::event::EventEnum::Jump
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}));
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}));
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