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f2c71caae3
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66fa8fd637
72
src/body.rs
72
src/body.rs
@ -45,20 +45,20 @@ trait MyHash{
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fn hash(&self) -> u64;
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fn hash(&self) -> u64;
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}
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}
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impl MyHash for Body {
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impl MyHash for Body {
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fn hash(&self) -> u64 {
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fn hash(&self) -> u64 {
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let mut hasher=std::collections::hash_map::DefaultHasher::new();
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let mut hasher=std::collections::hash_map::DefaultHasher::new();
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for &el in self.position.as_ref().iter() {
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for &el in self.position.as_ref().iter() {
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std::hash::Hasher::write(&mut hasher, el.to_ne_bytes().as_slice());
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std::hash::Hasher::write(&mut hasher, el.to_ne_bytes().as_slice());
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}
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}
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for &el in self.velocity.as_ref().iter() {
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for &el in self.velocity.as_ref().iter() {
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std::hash::Hasher::write(&mut hasher, el.to_ne_bytes().as_slice());
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std::hash::Hasher::write(&mut hasher, el.to_ne_bytes().as_slice());
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}
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}
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for &el in self.acceleration.as_ref().iter() {
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for &el in self.acceleration.as_ref().iter() {
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std::hash::Hasher::write(&mut hasher, el.to_ne_bytes().as_slice());
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std::hash::Hasher::write(&mut hasher, el.to_ne_bytes().as_slice());
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}
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}
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std::hash::Hasher::write(&mut hasher, self.time.to_ne_bytes().as_slice());
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std::hash::Hasher::write(&mut hasher, self.time.to_ne_bytes().as_slice());
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return std::hash::Hasher::finish(&hasher);//hash check to see if walk target is valid
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return std::hash::Hasher::finish(&hasher);//hash check to see if walk target is valid
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}
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}
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}
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}
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pub enum MoveRestriction {
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pub enum MoveRestriction {
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@ -80,9 +80,9 @@ impl InputState {
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}
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}
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impl crate::instruction::InstructionEmitter<InputInstruction> for InputState{
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impl crate::instruction::InstructionEmitter<InputInstruction> for InputState{
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fn next_instruction(&self, time_limit:crate::body::TIME) -> Option<TimedInstruction<InputInstruction>> {
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fn next_instruction(&self, time_limit:crate::body::TIME) -> Option<TimedInstruction<InputInstruction>> {
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//this is polled by PhysicsState for actions like Jump
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//this is polled by PhysicsState for actions like Jump
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//no, it has to be the other way around. physics is run up until the jump instruction, and then the jump instruction is pushed.
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//no, it has to be the other way around. physics is run up until the jump instruction, and then the jump instruction is pushed.
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self.queue.get(0)
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self.queue.get(0)
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}
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}
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}
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}
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impl crate::instruction::InstructionConsumer<InputInstruction> for InputState{
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impl crate::instruction::InstructionConsumer<InputInstruction> for InputState{
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@ -171,12 +171,12 @@ pub struct Camera {
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#[inline]
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#[inline]
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fn mat3_from_rotation_y_f64(angle: f64) -> glam::Mat3 {
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fn mat3_from_rotation_y_f64(angle: f64) -> glam::Mat3 {
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let (sina, cosa) = angle.sin_cos();
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let (sina, cosa) = angle.sin_cos();
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glam::Mat3::from_cols(
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glam::Mat3::from_cols(
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glam::Vec3::new(cosa as f32, 0.0, -sina as f32),
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glam::Vec3::new(cosa as f32, 0.0, -sina as f32),
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glam::Vec3::Y,
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glam::Vec3::Y,
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glam::Vec3::new(sina as f32, 0.0, cosa as f32),
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glam::Vec3::new(sina as f32, 0.0, cosa as f32),
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)
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)
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}
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}
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#[inline]
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#[inline]
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fn perspective_rh(fov_x_slope: f32, fov_y_slope: f32, z_near: f32, z_far: f32) -> glam::Mat4 {
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fn perspective_rh(fov_x_slope: f32, fov_y_slope: f32, z_near: f32, z_far: f32) -> glam::Mat4 {
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@ -192,11 +192,11 @@ fn perspective_rh(fov_x_slope: f32, fov_y_slope: f32, z_near: f32, z_far: f32) -
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impl Camera {
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impl Camera {
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pub fn from_offset(offset:glam::Vec3,aspect:f32) -> Self {
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pub fn from_offset(offset:glam::Vec3,aspect:f32) -> Self {
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Self{
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Self{
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offset,
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offset,
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angles: glam::DVec2::ZERO,
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angles: glam::DVec2::ZERO,
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fov: glam::vec2(aspect,1.0),
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fov: glam::vec2(aspect,1.0),
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sensitivity: glam::dvec2(1.0/6144.0,1.0/6144.0),
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sensitivity: glam::dvec2(1.0/6144.0,1.0/6144.0),
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time: 0,
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time: 0,
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}
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}
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}
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}
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fn simulate_move_angles(&self, delta: glam::IVec2) -> glam::DVec2 {
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fn simulate_move_angles(&self, delta: glam::IVec2) -> glam::DVec2 {
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@ -986,19 +986,19 @@ impl crate::instruction::InstructionEmitter<PhysicsInstruction> for PhysicsState
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impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsState {
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impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsState {
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fn process_instruction(&mut self, ins:TimedInstruction<PhysicsInstruction>) {
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fn process_instruction(&mut self, ins:TimedInstruction<PhysicsInstruction>) {
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match &ins.instruction {
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match &ins.instruction {
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PhysicsInstruction::StrafeTick => (),
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PhysicsInstruction::StrafeTick => (),
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PhysicsInstruction::Input(InputInstruction::MoveMouse(_)) => (),
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PhysicsInstruction::Input(InputInstruction::MoveMouse(_)) => (),
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_=>println!("{:?}",ins),
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_=>println!("{:?}",ins),
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}
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}
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//selectively update body
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//selectively update body
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match &ins.instruction {
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match &ins.instruction {
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PhysicsInstruction::Input(InputInstruction::MoveMouse(_)) => (),//dodge time for mouse movement
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PhysicsInstruction::Input(InputInstruction::MoveMouse(_)) => (),//dodge time for mouse movement
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PhysicsInstruction::Input(_)
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PhysicsInstruction::Input(_)
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|PhysicsInstruction::SetSpawnPosition(_)
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|PhysicsInstruction::SetSpawnPosition(_)
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|PhysicsInstruction::ReachWalkTargetVelocity
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|PhysicsInstruction::ReachWalkTargetVelocity
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|PhysicsInstruction::CollisionStart(_)
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|PhysicsInstruction::CollisionStart(_)
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|PhysicsInstruction::CollisionEnd(_)
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|PhysicsInstruction::CollisionEnd(_)
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|PhysicsInstruction::StrafeTick => self.advance_time(ins.time),
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|PhysicsInstruction::StrafeTick => self.advance_time(ins.time),
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}
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}
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match ins.instruction {
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match ins.instruction {
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PhysicsInstruction::SetSpawnPosition(position)=>{
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PhysicsInstruction::SetSpawnPosition(position)=>{
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