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@ -626,7 +626,6 @@ pub struct PhysicsState{
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pub next_mouse:MouseState,//Where is the mouse headed next
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pub next_mouse:MouseState,//Where is the mouse headed next
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controls:u32,
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controls:u32,
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move_state:MoveState,
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move_state:MoveState,
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meshes:Vec<PhysicsMesh>,
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models:PhysicsModels,
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models:PhysicsModels,
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bvh:crate::bvh::BvhNode,
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bvh:crate::bvh::BvhNode,
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@ -865,7 +864,6 @@ impl Default for PhysicsState{
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style:StyleModifiers::default(),
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style:StyleModifiers::default(),
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touching:TouchingState::default(),
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touching:TouchingState::default(),
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models:PhysicsModels::default(),
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models:PhysicsModels::default(),
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meshes:Vec::new(),
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bvh:crate::bvh::BvhNode::default(),
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bvh:crate::bvh::BvhNode::default(),
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move_state: MoveState::Air,
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move_state: MoveState::Air,
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camera:PhysicsCamera::default(),
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camera:PhysicsCamera::default(),
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@ -908,7 +906,7 @@ impl PhysicsState {
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let mut spawns=Vec::new();
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let mut spawns=Vec::new();
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let mut attr_hash=std::collections::HashMap::new();
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let mut attr_hash=std::collections::HashMap::new();
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for model in &indexed_models.models{
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for model in &indexed_models.models{
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let mesh_id=self.meshes.len();
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let mesh_id=self.models.meshes.len();
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let mut make_mesh=false;
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let mut make_mesh=false;
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for model_instance in &model.instances{
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for model_instance in &model.instances{
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if let Ok(physics_attributes)=PhysicsCollisionAttributes::try_from(&model_instance.attributes){
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if let Ok(physics_attributes)=PhysicsCollisionAttributes::try_from(&model_instance.attributes){
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@ -932,7 +930,7 @@ impl PhysicsState {
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}
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}
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}
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}
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if make_mesh{
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if make_mesh{
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self.meshes.push(PhysicsMesh::from(model));
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self.models.push_mesh(PhysicsMesh::from(model));
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}
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}
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}
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}
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self.bvh=crate::bvh::generate_bvh(self.models.aabb_list());
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self.bvh=crate::bvh::generate_bvh(self.models.aabb_list());
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