Idle instruction: important concept for marking the end of instruction streams, including real time networking
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@ -29,6 +29,10 @@ pub enum InputInstruction {
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Jump(bool),
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Jump(bool),
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Zoom(bool),
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Zoom(bool),
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Reset,
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Reset,
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Idle,
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//Idle: there were no input events, but the simulation is safe to advance to this timestep
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//for interpolation / networking / playback reasons, most playback heads will always want
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//to be 1 instruction ahead to generate the next state for interpolation.
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}
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}
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pub struct Body {
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pub struct Body {
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@ -1022,6 +1026,7 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
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self.walk.state=WalkEnum::Reached;
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self.walk.state=WalkEnum::Reached;
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self.grounded=false;
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self.grounded=false;
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},
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},
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InputInstruction::Idle => (),//literally idle!
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}
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}
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//calculate control dir
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//calculate control dir
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let camera_mat=self.camera.simulate_move_rotation_y(self.mouse_interpolation.interpolated_position(self.time).x-self.mouse_interpolation.mouse0.x);
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let camera_mat=self.camera.simulate_move_rotation_y(self.mouse_interpolation.interpolated_position(self.time).x-self.mouse_interpolation.mouse0.x);
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