relabel
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9428929a99
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12
src/body.rs
12
src/body.rs
@ -1,12 +1,12 @@
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pub struct Body {
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pub position: glam::Vec3,//I64 where 2^32 = 1 u
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pub velocity: glam::Vec3,//I64 where 2^32 = 1 u/s
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pub time: TIMESTAMP,//nanoseconds x xxxxD!
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pub time: TIME,//nanoseconds x xxxxD!
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}
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pub struct PhysicsState {
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pub body: Body,
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pub time: i64,
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pub time: TIME,
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pub tick: u32,
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pub gravity: glam::Vec3,
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pub friction: f32,
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@ -15,12 +15,12 @@ pub struct PhysicsState {
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pub walkspeed: f32,
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}
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pub type TIMESTAMP = i64;
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pub type TIME = i64;
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const CONTROL_JUMP:u32 = 0b01000000;//temp
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impl PhysicsState {
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//delete this, we are tickless gamers
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pub fn run(&mut self, time: TIMESTAMP, control_dir: glam::Vec3, controls: u32){
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pub fn run(&mut self, time: TIME, control_dir: glam::Vec3, controls: u32){
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let target_tick = (time/10_000_000) as u32;//100t
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//the game code can run for 1 month before running out of ticks
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while self.tick<target_tick {
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@ -53,11 +53,11 @@ impl PhysicsState {
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}
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}
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self.body.time=target_tick as TIMESTAMP*10_000_000;
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self.body.time=target_tick as TIME*10_000_000;
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}
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//delete this
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pub fn extrapolate_position(&self, time: TIMESTAMP) -> glam::Vec3 {
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pub fn extrapolate_position(&self, time: TIME) -> glam::Vec3 {
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let dt=(time-self.body.time) as f64/1_000_000_000f64;
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self.body.position+self.body.velocity*(dt as f32)+self.gravity*((0.5*dt*dt) as f32)
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}
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