fix up next_event lsp errors
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parent
2c4e6f642b
commit
addde65caa
14
src/body.rs
14
src/body.rs
@ -9,6 +9,7 @@ pub struct Body {
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pub struct PhysicsState {
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pub body: Body,
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pub contacts: Vec<RelativeCollision>,
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pub models_cringe_clone: Vec<Model>,
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pub time: TIME,
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pub strafe_tick_num: TIME,
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pub strafe_tick_den: TIME,
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@ -213,6 +214,12 @@ impl PhysicsState {
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//check if you are accelerating towards a walk target velocity and create an event
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return None;
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}
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fn predict_collision_end(&self,model:&Model) -> Option<EventStruct> {
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None
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}
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fn predict_collision_start(&self,model:&Model) -> Option<EventStruct> {
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None
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}
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}
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impl crate::event::EventTrait for PhysicsState {
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@ -230,11 +237,12 @@ impl crate::event::EventTrait for PhysicsState {
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}
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//check for collision stop events with curent contacts
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for collision_data in self.contacts.iter() {
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best.collect(self.predict_collision(collision_data.model));
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best.collect(self.predict_collision_end(self.models_cringe_clone.get(collision_data.model as usize).unwrap()));
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}
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//check for collision start events (against every part in the game with no optimization!!)
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for &model in self.world.models {
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best.collect(self.predict_collision(&model));
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for model in &self.models_cringe_clone {
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best.collect(self.predict_collision_start(model));
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}
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if self.grounded {
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//walk maintenance
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best.collect(self.next_walk_event());
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@ -308,6 +308,7 @@ impl strafe_client::framework::Example for Skybox {
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jump_trying: false,
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walkspeed: 18.0,
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contacts: Vec::<crate::body::RelativeCollision>::new(),
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models_cringe_clone: modeldatas.iter().map(|m|crate::body::Model{transform:m.transform}),
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};
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let camera_uniforms = camera.to_uniform_data(physics.extrapolate_position(0));
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