unused argument
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@ -170,13 +170,13 @@ impl TransientAcceleration{
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}
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}
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}
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fn ground(walk_settings:&gameplay_style::WalkSettings,body:&Body,gravity:Planar64Vec3,target_velocity:Planar64Vec3,normal:Planar64Vec3)->Self{
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fn ground(walk_settings:&gameplay_style::WalkSettings,body:&Body,gravity:Planar64Vec3,target_velocity:Planar64Vec3)->Self{
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let target_diff=target_velocity-body.velocity;
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//precalculate accel
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let accel=walk_settings.accel(target_diff,gravity);
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Self::with_target_diff(target_diff,accel,body.time)
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}
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fn ladder(ladder_settings:&gameplay_style::LadderSettings,body:&Body,gravity:Planar64Vec3,target_velocity:Planar64Vec3,normal:Planar64Vec3)->Self{
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fn ladder(ladder_settings:&gameplay_style::LadderSettings,body:&Body,gravity:Planar64Vec3,target_velocity:Planar64Vec3)->Self{
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let target_diff=target_velocity-body.velocity;
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let accel=ladder_settings.accel(target_diff,gravity);
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Self::with_target_diff(target_diff,accel,body.time)
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@ -190,36 +190,36 @@ impl TransientAcceleration{
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}
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}
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impl ContactMoveState{
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fn ground(walk_settings:&gameplay_style::WalkSettings,body:&Body,gravity:Planar64Vec3,target_velocity:Planar64Vec3,contact:ContactCollision,normal:Planar64Vec3)->Self{
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fn ground(walk_settings:&gameplay_style::WalkSettings,body:&Body,gravity:Planar64Vec3,target_velocity:Planar64Vec3,contact:ContactCollision)->Self{
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Self{
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target:TransientAcceleration::ground(walk_settings,body,gravity,target_velocity,normal),
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target:TransientAcceleration::ground(walk_settings,body,gravity,target_velocity),
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contact,
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jump_direction:JumpDirection::Exactly(Planar64Vec3::Y),
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}
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}
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fn ladder(ladder_settings:&gameplay_style::LadderSettings,body:&Body,gravity:Planar64Vec3,target_velocity:Planar64Vec3,contact:ContactCollision,normal:Planar64Vec3)->Self{
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fn ladder(ladder_settings:&gameplay_style::LadderSettings,body:&Body,gravity:Planar64Vec3,target_velocity:Planar64Vec3,contact:ContactCollision)->Self{
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Self{//,style,velocity,normal,style.ladder_speed,style.ladder_accel
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target:TransientAcceleration::ladder(ladder_settings,body,gravity,target_velocity,normal),
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target:TransientAcceleration::ladder(ladder_settings,body,gravity,target_velocity),
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contact,
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jump_direction:JumpDirection::FromContactNormal,
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}
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}
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}
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fn ground_things(walk_settings:&gameplay_style::WalkSettings,contact:&ContactCollision,touching:&TouchingState,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,style:&StyleModifiers,camera:&PhysicsCamera,input_state:&InputState)->(Planar64Vec3,Planar64Vec3,Planar64Vec3){
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fn ground_things(walk_settings:&gameplay_style::WalkSettings,contact:&ContactCollision,touching:&TouchingState,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,style:&StyleModifiers,camera:&PhysicsCamera,input_state:&InputState)->(Planar64Vec3,Planar64Vec3){
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let normal=contact_normal(models,hitbox_mesh,contact);
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let gravity=touching.base_acceleration(models,style,camera,input_state);
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let control_dir=style.get_y_control_dir(camera,input_state.controls);
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let mut target_velocity=walk_settings.get_walk_target_velocity(control_dir,normal);
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touching.constrain_velocity(models,hitbox_mesh,&mut target_velocity);
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(gravity,target_velocity,normal)
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(gravity,target_velocity)
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}
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fn ladder_things(ladder_settings:&gameplay_style::LadderSettings,contact:&ContactCollision,touching:&TouchingState,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,style:&StyleModifiers,camera:&PhysicsCamera,input_state:&InputState)->(Planar64Vec3,Planar64Vec3,Planar64Vec3){
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fn ladder_things(ladder_settings:&gameplay_style::LadderSettings,contact:&ContactCollision,touching:&TouchingState,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,style:&StyleModifiers,camera:&PhysicsCamera,input_state:&InputState)->(Planar64Vec3,Planar64Vec3){
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let normal=contact_normal(models,hitbox_mesh,contact);
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let gravity=touching.base_acceleration(models,style,camera,input_state);
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let control_dir=style.get_y_control_dir(camera,input_state.controls);
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let mut target_velocity=ladder_settings.get_ladder_target_velocity(control_dir,normal);
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touching.constrain_velocity(models,hitbox_mesh,&mut target_velocity);
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(gravity,target_velocity,normal)
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(gravity,target_velocity)
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}
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#[derive(Default)]
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@ -530,16 +530,16 @@ impl MoveState{
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|MoveState::Water=>(),
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MoveState::Walk(ContactMoveState{target,contact,jump_direction:_})=>{
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if let Some(walk_settings)=&style.walk{
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let (gravity,target_velocity,normal)=ground_things(walk_settings,contact,touching,models,hitbox_mesh,style,camera,input_state);
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*target=TransientAcceleration::ground(walk_settings,body,gravity,target_velocity,normal);
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let (gravity,target_velocity)=ground_things(walk_settings,contact,touching,models,hitbox_mesh,style,camera,input_state);
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*target=TransientAcceleration::ground(walk_settings,body,gravity,target_velocity);
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}else{
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panic!("ContactMoveState exists in style which does not allow walking!");
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}
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},
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MoveState::Ladder(ContactMoveState{target,contact,jump_direction:_})=>{
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if let Some(ladder_settings)=&style.ladder{
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let (gravity,target_velocity,normal)=ladder_things(ladder_settings,contact,touching,models,hitbox_mesh,style,camera,input_state);
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*target=TransientAcceleration::ladder(ladder_settings,body,gravity,target_velocity,normal);
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let (gravity,target_velocity)=ladder_things(ladder_settings,contact,touching,models,hitbox_mesh,style,camera,input_state);
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*target=TransientAcceleration::ladder(ladder_settings,body,gravity,target_velocity);
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}else{
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panic!("ContactMoveState exists in style which does not allow walking!");
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}
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@ -1325,16 +1325,16 @@ fn run_teleport_behaviour(wormhole:&Option<gameplay_attributes::Wormhole>,models
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set_velocity(&mut state.body,&state.touching,&data.models,&data.hitbox_mesh,Planar64Vec3::ZERO);//model.velocity
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}
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//ladder walkstate
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let (gravity,target_velocity,normal)=ladder_things(ladder_settings,&contact,&state.touching,&data.models,&data.hitbox_mesh,&state.style,&state.camera,&state.input_state);
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let walk_state=ContactMoveState::ladder(ladder_settings,&state.body,gravity,target_velocity,contact,normal);
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let (gravity,target_velocity)=ladder_things(ladder_settings,&contact,&state.touching,&data.models,&data.hitbox_mesh,&state.style,&state.camera,&state.input_state);
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let walk_state=ContactMoveState::ladder(ladder_settings,&state.body,gravity,target_velocity,contact);
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state.set_move_state(&data,MoveState::Ladder(walk_state));
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},
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Some(gameplay_attributes::ContactingBehaviour::NoJump)=>todo!("nyi"),
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None=>if let Some(walk_settings)=&state.style.walk{
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if walk_settings.is_slope_walkable(contact_normal(&data.models,&data.hitbox_mesh,&contact),Planar64Vec3::Y){
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//ground
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let (gravity,target_velocity,normal)=ground_things(walk_settings,&contact,&state.touching,&data.models,&data.hitbox_mesh,&state.style,&state.camera,&state.input_state);
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let walk_state=ContactMoveState::ground(walk_settings,&state.body,gravity,target_velocity,contact,normal);
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let (gravity,target_velocity)=ground_things(walk_settings,&contact,&state.touching,&data.models,&data.hitbox_mesh,&state.style,&state.camera,&state.input_state);
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let walk_state=ContactMoveState::ground(walk_settings,&state.body,gravity,target_velocity,contact);
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state.set_move_state(&data,MoveState::Walk(walk_state));
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}
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},
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