notes
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@ -787,6 +787,7 @@ impl MinkowskiMesh<'_>{
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impl MeshQuery<MinkowskiFace,MinkowskiDirectedEdge,MinkowskiVert> for MinkowskiMesh<'_>{
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type Normal=Vector3<Fixed<3,96>>;
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type Offset=Fixed<4,128>;
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// TODO: relative d
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fn face_nd(&self,face_id:MinkowskiFace)->(Self::Normal,Self::Offset){
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match face_id{
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MinkowskiFace::VertFace(v0,f1)=>{
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@ -1092,7 +1092,7 @@ impl instruction::InstructionConsumer<PhysicsInstruction> for PhysicsContext{
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}
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}
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impl instruction::InstructionEmitter<PhysicsInternalInstruction> for PhysicsContext{
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//this little next instruction function can cache its return value and invalidate the cached value by watching the State.
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//this little next instruction function could cache its return value and invalidate the cached value by watching the State.
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fn next_instruction(&self,time_limit:Time)->Option<TimedInstruction<PhysicsInternalInstruction>>{
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next_instruction_internal(&self.state,&self.data,time_limit)
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}
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@ -1488,6 +1488,7 @@ struct CheckpointCheckOutcome{
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teleport_to_model:Option<ModelId>,
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}
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// stage_element.touch_result(mode,mode_state)
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fn checkpoint_check(
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mode_state:&ModeState,
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stage_element:&gameplay_modes::StageElement,
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@ -1498,7 +1499,6 @@ fn checkpoint_check(
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//check if current stage is complete
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if let Some(current_stage)=mode.get_stage(mode_state.get_stage_id()){
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if !current_stage.is_complete(mode_state.ordered_checkpoint_count(),mode_state.unordered_checkpoint_count()){
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//do the stage checkpoints have to be reset?
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return CheckpointCheckOutcome{
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set_stage:None,
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teleport_to_model:Some(current_stage.spawn()),
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