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no-cull-ve
Author | SHA1 | Date | |
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018ef2dd1e |
@ -28,9 +28,9 @@ use gameplay::ModeState;
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// or the only bots which fail are ones exploiting a surgically patched bug.
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#[derive(Clone,Copy,Hash,Debug,id::Id,Eq,PartialEq,Ord,PartialOrd)]
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pub struct PhysicsVersion(u32);
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pub const VERSION:PhysicsVersion=PhysicsVersion(0);
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pub const VERSION:PhysicsVersion=PhysicsVersion(1);
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const LATEST_COMPATIBLE_VERSION:[u32;1+VERSION.0 as usize]=const{
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let compat=[0];
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let compat=[0,1];
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let mut input_version=0;
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while input_version<compat.len(){
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@ -200,17 +200,17 @@ fn ground_things(walk_settings:&gameplay_style::WalkSettings,contact:&ContactCol
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let normal=contact_normal(models,hitbox_mesh,contact);
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let gravity=touching.base_acceleration(models,style,camera,input_state);
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let control_dir=style.get_y_control_dir(camera,input_state.controls);
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let mut target_velocity=walk_settings.get_walk_target_velocity(control_dir,normal);
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touching.constrain_velocity(models,hitbox_mesh,&mut target_velocity);
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(gravity,target_velocity)
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let target_velocity=walk_settings.get_walk_target_velocity(control_dir,normal);
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let target_velocity_clipped=touching.constrain_velocity(models,hitbox_mesh,target_velocity);
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(gravity,target_velocity_clipped)
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}
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fn ladder_things(ladder_settings:&gameplay_style::LadderSettings,contact:&ContactCollision,touching:&TouchingState,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,style:&StyleModifiers,camera:&PhysicsCamera,input_state:&InputState)->(Planar64Vec3,Planar64Vec3){
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let normal=contact_normal(models,hitbox_mesh,contact);
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let gravity=touching.base_acceleration(models,style,camera,input_state);
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let control_dir=style.get_y_control_dir(camera,input_state.controls);
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let mut target_velocity=ladder_settings.get_ladder_target_velocity(control_dir,normal);
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touching.constrain_velocity(models,hitbox_mesh,&mut target_velocity);
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(gravity,target_velocity)
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let target_velocity=ladder_settings.get_ladder_target_velocity(control_dir,normal);
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let target_velocity_clipped=touching.constrain_velocity(models,hitbox_mesh,target_velocity);
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(gravity,target_velocity_clipped)
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}
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#[derive(Default)]
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@ -534,20 +534,20 @@ enum MoveState{
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}
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impl MoveState{
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//call this after state.move_state is changed
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fn apply_enum(&self,body:&mut Body,touching:&TouchingState,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,style:&StyleModifiers,camera:&PhysicsCamera,input_state:&InputState){
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fn apply_enum(&self,body:&mut Body,touching:&mut TouchingState,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,style:&StyleModifiers,camera:&PhysicsCamera,input_state:&InputState){
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match self{
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MoveState::Fly=>body.acceleration=vec3::ZERO,
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MoveState::Air=>{
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//calculate base acceleration
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let a=touching.base_acceleration(models,style,camera,input_state);
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//set_acceleration clips according to contacts
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set_acceleration(body,touching,models,hitbox_mesh,a);
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set_acceleration_cull(body,touching,models,hitbox_mesh,a);
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},
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_=>(),
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}
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}
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//function to coerce &mut self into &self
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fn apply_to_body(&self,body:&mut Body,touching:&TouchingState,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,style:&StyleModifiers,camera:&PhysicsCamera,input_state:&InputState){
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fn apply_to_body(&self,body:&mut Body,touching:&mut TouchingState,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,style:&StyleModifiers,camera:&PhysicsCamera,input_state:&InputState){
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match self{
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MoveState::Air=>(),
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MoveState::Water=>(),
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@ -555,14 +555,14 @@ impl MoveState{
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//set velocity according to current control state
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let v=style.get_propulsion_control_dir(camera,input_state.controls)*80;
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//set_velocity clips velocity according to current touching state
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set_velocity(body,touching,models,hitbox_mesh,v);
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set_velocity_cull(body,touching,models,hitbox_mesh,v);
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},
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MoveState::Walk(walk_state)
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|MoveState::Ladder(walk_state)
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=>{
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//accelerate towards walk target or do nothing
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let a=walk_state.target.acceleration();
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set_acceleration(body,touching,models,hitbox_mesh,a);
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set_acceleration_cull(body,touching,models,hitbox_mesh,a);
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},
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}
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}
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@ -625,20 +625,20 @@ impl MoveState{
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}
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}
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//lmao idk this is convenient
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fn apply_enum_and_input_and_body(&mut self,body:&mut Body,touching:&TouchingState,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,style:&StyleModifiers,camera:&PhysicsCamera,input_state:&InputState){
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fn apply_enum_and_input_and_body(&mut self,body:&mut Body,touching:&mut TouchingState,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,style:&StyleModifiers,camera:&PhysicsCamera,input_state:&InputState){
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self.apply_enum(body,touching,models,hitbox_mesh,style,camera,input_state);
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self.apply_input(body,touching,models,hitbox_mesh,style,camera,input_state);
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self.apply_to_body(body,touching,models,hitbox_mesh,style,camera,input_state);
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}
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fn apply_enum_and_body(&mut self,body:&mut Body,touching:&TouchingState,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,style:&StyleModifiers,camera:&PhysicsCamera,input_state:&InputState){
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fn apply_enum_and_body(&mut self,body:&mut Body,touching:&mut TouchingState,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,style:&StyleModifiers,camera:&PhysicsCamera,input_state:&InputState){
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self.apply_enum(body,touching,models,hitbox_mesh,style,camera,input_state);
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self.apply_to_body(body,touching,models,hitbox_mesh,style,camera,input_state);
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}
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fn apply_input_and_body(&mut self,body:&mut Body,touching:&TouchingState,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,style:&StyleModifiers,camera:&PhysicsCamera,input_state:&InputState){
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fn apply_input_and_body(&mut self,body:&mut Body,touching:&mut TouchingState,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,style:&StyleModifiers,camera:&PhysicsCamera,input_state:&InputState){
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self.apply_input(body,touching,models,hitbox_mesh,style,camera,input_state);
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self.apply_to_body(body,touching,models,hitbox_mesh,style,camera,input_state);
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}
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fn set_move_state(&mut self,move_state:MoveState,body:&mut Body,touching:&TouchingState,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,style:&StyleModifiers,camera:&PhysicsCamera,input_state:&InputState){
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fn set_move_state(&mut self,move_state:MoveState,body:&mut Body,touching:&mut TouchingState,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,style:&StyleModifiers,camera:&PhysicsCamera,input_state:&InputState){
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*self=move_state;
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//this function call reads the above state that was just set
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self.apply_enum_and_body(body,touching,models,hitbox_mesh,style,camera,input_state);
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@ -807,7 +807,7 @@ impl TouchingState{
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//TODO: add water
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a
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}
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fn constrain_velocity(&self,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,velocity:&mut Planar64Vec3){
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fn constrain_velocity(&self,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,velocity:Planar64Vec3)->Planar64Vec3{
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let contacts=self.contacts.iter().map(|contact|{
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let n=contact_normal(models,hitbox_mesh,contact);
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crate::push_solve::Contact{
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@ -816,9 +816,9 @@ impl TouchingState{
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normal:n,
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}
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}).collect();
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*velocity=crate::push_solve::push_solve(&contacts,*velocity);
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crate::push_solve::push_solve(&contacts,velocity)
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}
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fn constrain_acceleration(&self,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,acceleration:&mut Planar64Vec3){
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fn constrain_acceleration(&self,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,acceleration:Planar64Vec3)->Planar64Vec3{
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let contacts=self.contacts.iter().map(|contact|{
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let n=contact_normal(models,hitbox_mesh,contact);
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crate::push_solve::Contact{
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@ -827,7 +827,7 @@ impl TouchingState{
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normal:n,
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}
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}).collect();
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*acceleration=crate::push_solve::push_solve(&contacts,*acceleration);
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crate::push_solve::push_solve(&contacts,acceleration)
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}
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fn predict_collision_end(&self,collector:&mut instruction::InstructionCollector<InternalInstruction,TimeInner>,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,body:&Body,start_time:Time){
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// let relative_body=crate::body::VirtualBody::relative(&Body::ZERO,body).body(time);
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@ -930,10 +930,10 @@ impl PhysicsState{
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self.move_state.cull_velocity(velocity,&mut self.body,&mut self.touching,&data.models,&data.hitbox_mesh,&self.style,&self.camera,&self.input_state);
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}
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fn set_move_state(&mut self,data:&PhysicsData,move_state:MoveState){
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self.move_state.set_move_state(move_state,&mut self.body,&self.touching,&data.models,&data.hitbox_mesh,&self.style,&self.camera,&self.input_state);
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self.move_state.set_move_state(move_state,&mut self.body,&mut self.touching,&data.models,&data.hitbox_mesh,&self.style,&self.camera,&self.input_state);
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}
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fn apply_input_and_body(&mut self,data:&PhysicsData){
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self.move_state.apply_input_and_body(&mut self.body,&self.touching,&data.models,&data.hitbox_mesh,&self.style,&self.camera,&self.input_state);
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self.move_state.apply_input_and_body(&mut self.body,&mut self.touching,&data.models,&data.hitbox_mesh,&self.style,&self.camera,&self.input_state);
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}
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//state mutated on collision:
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//Accelerator
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@ -1294,7 +1294,7 @@ fn set_velocity_cull(body:&mut Body,touching:&mut TouchingState,models:&PhysicsM
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let mut culled=false;
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touching.contacts.retain(|contact|{
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let n=contact_normal(models,hitbox_mesh,contact);
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let r=n.dot(v).is_positive();
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let r=(n.dot(v)>>52).is_positive();
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if r{
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culled=true;
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}
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@ -1303,9 +1303,8 @@ fn set_velocity_cull(body:&mut Body,touching:&mut TouchingState,models:&PhysicsM
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set_velocity(body,touching,models,hitbox_mesh,v);
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culled
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}
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fn set_velocity(body:&mut Body,touching:&TouchingState,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,mut v:Planar64Vec3){
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touching.constrain_velocity(models,hitbox_mesh,&mut v);
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body.velocity=v;
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fn set_velocity(body:&mut Body,touching:&TouchingState,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,v:Planar64Vec3){
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body.velocity=touching.constrain_velocity(models,hitbox_mesh,v);;
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}
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fn set_acceleration_cull(body:&mut Body,touching:&mut TouchingState,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,a:Planar64Vec3)->bool{
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//This is not correct but is better than what I have
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@ -1321,9 +1320,8 @@ fn set_acceleration_cull(body:&mut Body,touching:&mut TouchingState,models:&Phys
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set_acceleration(body,touching,models,hitbox_mesh,a);
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culled
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}
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fn set_acceleration(body:&mut Body,touching:&TouchingState,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,mut a:Planar64Vec3){
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touching.constrain_acceleration(models,hitbox_mesh,&mut a);
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body.acceleration=a;
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fn set_acceleration(body:&mut Body,touching:&TouchingState,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,a:Planar64Vec3){
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body.acceleration=touching.constrain_acceleration(models,hitbox_mesh,a);
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}
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fn teleport(
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@ -1343,7 +1341,7 @@ fn teleport(
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time:Time,
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){
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set_position(point,move_state,body,touching,run,mode_state,mode,models,hitbox_mesh,bvh,style,camera,input_state,time);
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set_acceleration(body,touching,models,hitbox_mesh,style.gravity);
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set_acceleration_cull(body,touching,models,hitbox_mesh,style.gravity);
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}
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enum TeleportToSpawnError{
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NoModel,
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@ -1524,10 +1522,7 @@ fn collision_start_contact(
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time:Time,
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){
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let incident_velocity=body.velocity;
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//add to touching
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touching.insert(Collision::Contact(contact));
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//clip v
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set_velocity(body,touching,models,hitbox_mesh,incident_velocity);
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let clipped_velocity=touching.constrain_velocity(models,hitbox_mesh,incident_velocity);
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let mut allow_jump=true;
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let model_id=contact.model_id.into();
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let mut allow_run_teleport_behaviour=not_spawn_at(mode,model_id);
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@ -1535,7 +1530,7 @@ fn collision_start_contact(
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Some(gameplay_attributes::ContactingBehaviour::Surf)=>(),
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Some(gameplay_attributes::ContactingBehaviour::Cling)=>println!("Unimplemented!"),
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&Some(gameplay_attributes::ContactingBehaviour::Elastic(elasticity))=>{
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let reflected_velocity=body.velocity+((body.velocity-incident_velocity)*Planar64::raw(elasticity as i64+1)).fix_1();
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let reflected_velocity=body.velocity+((clipped_velocity-incident_velocity)*Planar64::raw(elasticity as i64+1)).fix_1();
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set_velocity(body,touching,models,hitbox_mesh,reflected_velocity);
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},
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Some(gameplay_attributes::ContactingBehaviour::Ladder(contacting_ladder))=>
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@ -1845,7 +1840,7 @@ fn atomic_input_instruction(state:&mut PhysicsState,data:&PhysicsData,ins:TimedI
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let jump_dir=walk_state.jump_direction.direction(&data.models,&data.hitbox_mesh,&walk_state.contact);
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let booster_option=data.models.contact_attr(walk_state.contact.model_id).general.booster.as_ref();
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let jumped_velocity=jump_settings.jumped_velocity(&state.style,jump_dir,state.body.velocity,booster_option);
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state.cull_velocity(&data,jumped_velocity);
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state.cull_velocity(data,jumped_velocity);
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}
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}
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b_refresh_walk_target=false;
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