basic wormholes (no velocity or camera transformation)
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@ -1348,7 +1348,7 @@ fn teleport(body:&mut Body,touching:&mut TouchingState,style:&StyleModifiers,poi
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//touching.recalculate(body);
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}
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fn run_teleport_behaviour(teleport_behaviour:&Option<crate::model::TeleportBehaviour>,game:&mut GameMechanicsState,models:&PhysicsModels,modes:&Modes,style:&StyleModifiers,touching:&mut TouchingState,body:&mut Body)->Option<MoveState>{
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fn run_teleport_behaviour(teleport_behaviour:&Option<crate::model::TeleportBehaviour>,game:&mut GameMechanicsState,models:&PhysicsModels,modes:&Modes,style:&StyleModifiers,touching:&mut TouchingState,body:&mut Body,model:&ModelPhysics)->Option<MoveState>{
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match teleport_behaviour{
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Some(crate::model::TeleportBehaviour::StageElement(stage_element))=>{
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if stage_element.force||game.stage_id<stage_element.stage_id{
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@ -1369,7 +1369,10 @@ fn run_teleport_behaviour(teleport_behaviour:&Option<crate::model::TeleportBehav
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},
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Some(crate::model::TeleportBehaviour::Wormhole(wormhole))=>{
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//telefart
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None
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let origin_model=model;
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let destination_model=models.get_wormhole_model(wormhole.destination_model_id)?;
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//ignore the transform for now
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Some(teleport(body,touching,style,body.position-origin_model.transform.translation+destination_model.transform.translation))
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}
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None=>None,
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}
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@ -1429,7 +1432,7 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
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//check ground
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self.touching.insert_contact(c.model,c);
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//I love making functions with 10 arguments to dodge the borrow checker
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run_teleport_behaviour(&general.teleport_behaviour,&mut self.game,&self.models,&self.modes,&self.style,&mut self.touching,&mut self.body);
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run_teleport_behaviour(&general.teleport_behaviour,&mut self.game,&self.models,&self.modes,&self.style,&mut self.touching,&mut self.body,model);
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//flatten v
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self.touching.constrain_velocity(&self.models,&mut v);
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match &general.booster{
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@ -1466,7 +1469,7 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
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PhysicsCollisionAttributes::Intersect{intersecting,general}=>{
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//I think that setting the velocity to 0 was preventing surface contacts from entering an infinite loop
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self.touching.insert_intersect(c.model,c);
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run_teleport_behaviour(&general.teleport_behaviour,&mut self.game,&self.models,&self.modes,&self.style,&mut self.touching,&mut self.body);
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run_teleport_behaviour(&general.teleport_behaviour,&mut self.game,&self.models,&self.modes,&self.style,&mut self.touching,&mut self.body,model);
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},
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}
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},
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