walk event
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parent
f600092f13
commit
e18e8a9a7d
14
src/body.rs
14
src/body.rs
@ -54,6 +54,7 @@ impl PhysicsState {
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if applied_friction*applied_friction<diffv.length_squared() {
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if applied_friction*applied_friction<diffv.length_squared() {
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self.body.velocity+=applied_friction*diffv.normalize();
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self.body.velocity+=applied_friction*diffv.normalize();
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} else {
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} else {
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//EventEnum::WalkTargetReached
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self.body.velocity=targetv;
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self.body.velocity=targetv;
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}
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}
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}
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}
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@ -74,6 +75,11 @@ impl PhysicsState {
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event:crate::event::EventEnum::StrafeTick
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event:crate::event::EventEnum::StrafeTick
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});
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});
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}
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}
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fn next_walk_event(&self) -> Option<EventStruct> {
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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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}
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}
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impl crate::event::EventTrait for PhysicsState {
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impl crate::event::EventTrait for PhysicsState {
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@ -96,9 +102,13 @@ impl crate::event::EventTrait for PhysicsState {
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//check for collision start events (against every part in the game with no optimization!!)
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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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for &model in self.world.models {
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best.collect(self.predict_collision(&model));
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best.collect(self.predict_collision(&model));
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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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}else{
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//check to see when the next strafe tick is
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best.collect(self.next_strafe_event());
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}
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}
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//check to see when the next strafe tick is
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best.collect(self.next_strafe_event());
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best.event()
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best.event()
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}
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}
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}
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}
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