i128 not necessary in this case and use glam
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6ada08ef6f
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c7da64cc64
19
src/body.rs
19
src/body.rs
@ -58,18 +58,13 @@ impl MouseInterpolationState {
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match self.interpolation {
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MouseInterpolation::First => self.mouse0,
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MouseInterpolation::Lerp => {
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//a 5 hour run uses 45 bits of TIME
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//mouse positions may accumulate on a map where the player spins, especially for high dpi...
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let x0=self.mouse0.x as i128;
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let y0=self.mouse0.y as i128;
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let x1=self.mouse1.x as i128;
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let y1=self.mouse1.y as i128;
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let t1t=(self.time1-time) as i128;
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let tt0=(time-self.time0) as i128;
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let dt=(self.time1-self.time0) as i128;
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glam::ivec2(
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((x0*t1t+x1*tt0)/dt) as i32,
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((y0*t1t+y1*tt0)/dt) as i32)
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let m0=self.mouse0.as_i64vec2();
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let m1=self.mouse1.as_i64vec2();
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//these are deltas
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let t1t=(self.time1-time) as i64;
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let tt0=(time-self.time0) as i64;
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let dt=(self.time1-self.time0) as i64;
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((m0*t1t+m1*tt0)/dt).as_ivec2()
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}
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}
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}
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