use hashset for contacts
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@ -91,7 +91,8 @@ impl MouseInterpolationState {
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pub struct PhysicsState {
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pub body: Body,
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pub hitbox_size: glam::Vec3,
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pub contacts: Vec<RelativeCollision>,
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pub contacts: std::collections::HashSet::<RelativeCollision>,
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//pub intersections: Vec<ModelId>,
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//temp
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pub models_cringe_clone: Vec<Model>,
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pub temp_control_dir: glam::Vec3,
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@ -111,7 +112,7 @@ pub struct PhysicsState {
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pub jump_trying: bool,
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}
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#[derive(Clone,Copy)]
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#[derive(Clone,Copy,Hash,Eq,PartialEq)]
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pub enum AabbFace{
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Right,//+X
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Top,
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@ -256,6 +257,8 @@ impl Model {
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}
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//need non-face (full model) variant for CanCollide false objects
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//OR have a separate list from contacts for model intersection
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#[derive(Eq, Hash, PartialEq)]
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pub struct RelativeCollision {
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face: TreyMeshFace,//just an id
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model: u32,//using id to avoid lifetimes
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@ -651,6 +654,7 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
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},
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_ => (),
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}
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self.contacts.insert(c);
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},
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PhysicsInstruction::CollisionEnd(c) => {
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//check ground
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@ -661,6 +665,7 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
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},
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_ => (),
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}
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self.contacts.remove(&c);
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},
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PhysicsInstruction::StrafeTick => {
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//let control_dir=self.get_control_dir();//this should respect your mouse interpolation settings
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@ -304,7 +304,7 @@ impl strafe_client::framework::Example for Skybox {
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jump_trying: false,
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temp_control_dir: glam::Vec3::ZERO,
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walkspeed: 18.0,
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contacts: Vec::<strafe_client::body::RelativeCollision>::new(),
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contacts: std::collections::HashSet::new(),
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models_cringe_clone: modeldatas.iter().map(|m|strafe_client::body::Model::new(m.transform)).collect(),
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walk_target_velocity: glam::Vec3::ZERO,
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hitbox_size: glam::vec3(2.0,5.0,2.0),
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