From 14a74c6e1ee5fadee43e6424adc304c1583f253b Mon Sep 17 00:00:00 2001 From: Quaternions Date: Mon, 18 Sep 2023 14:55:11 -0700 Subject: [PATCH] consume vec --- src/body.rs | 24 ++++++++++++------------ 1 file changed, 12 insertions(+), 12 deletions(-) diff --git a/src/body.rs b/src/body.rs index 095da52..38047d3 100644 --- a/src/body.rs +++ b/src/body.rs @@ -373,7 +373,7 @@ impl PhysicsState { let mesh1=model.mesh(); let (p,v,a)=(self.body.position,-self.body.velocity,self.body.acceleration); //collect x - for &t in zeroes2(mesh0.max.x-mesh1.min.x, v.x, a.x).iter() { + for t in zeroes2(mesh0.max.x-mesh1.min.x, v.x, a.x) { //negative t = back in time //must be moving towards surface to collide //must beat the current soonest collision time @@ -389,7 +389,7 @@ impl PhysicsState { } } } - for &t in zeroes2(mesh0.min.x-mesh1.max.x, v.x, a.x).iter() { + for t in zeroes2(mesh0.min.x-mesh1.max.x, v.x, a.x) { //negative t = back in time //must be moving towards surface to collide //must beat the current soonest collision time @@ -406,7 +406,7 @@ impl PhysicsState { } } //collect y - for &t in zeroes2(mesh0.max.y-mesh1.min.y, v.y, a.y).iter() { + for t in zeroes2(mesh0.max.y-mesh1.min.y, v.y, a.y) { //negative t = back in time //must be moving towards surface to collide //must beat the current soonest collision time @@ -422,7 +422,7 @@ impl PhysicsState { } } } - for &t in zeroes2(mesh0.min.y-mesh1.max.y, v.y, a.y).iter() { + for t in zeroes2(mesh0.min.y-mesh1.max.y, v.y, a.y) { //negative t = back in time //must be moving towards surface to collide //must beat the current soonest collision time @@ -439,7 +439,7 @@ impl PhysicsState { } } //collect z - for &t in zeroes2(mesh0.max.z-mesh1.min.z, v.z, a.z).iter() { + for t in zeroes2(mesh0.max.z-mesh1.min.z, v.z, a.z) { //negative t = back in time //must be moving towards surface to collide //must beat the current soonest collision time @@ -455,7 +455,7 @@ impl PhysicsState { } } } - for &t in zeroes2(mesh0.min.z-mesh1.max.z, v.z, a.z).iter() { + for t in zeroes2(mesh0.min.z-mesh1.max.z, v.z, a.z) { //negative t = back in time //must be moving towards surface to collide //must beat the current soonest collision time @@ -491,7 +491,7 @@ impl PhysicsState { let mesh1=model.mesh(); let (p,v,a)=(self.body.position,self.body.velocity,self.body.acceleration); //collect x - for &t in zeroes2(mesh0.max.x-mesh1.min.x, v.x, a.x).iter() { + for t in zeroes2(mesh0.max.x-mesh1.min.x, v.x, a.x) { //negative t = back in time //must be moving towards surface to collide //must beat the current soonest collision time @@ -507,7 +507,7 @@ impl PhysicsState { } } } - for &t in zeroes2(mesh0.min.x-mesh1.max.x, v.x, a.x).iter() { + for t in zeroes2(mesh0.min.x-mesh1.max.x, v.x, a.x) { //negative t = back in time //must be moving towards surface to collide //must beat the current soonest collision time @@ -524,7 +524,7 @@ impl PhysicsState { } } //collect y - for &t in zeroes2(mesh0.max.y-mesh1.min.y, v.y, a.y).iter() { + for t in zeroes2(mesh0.max.y-mesh1.min.y, v.y, a.y) { //negative t = back in time //must be moving towards surface to collide //must beat the current soonest collision time @@ -540,7 +540,7 @@ impl PhysicsState { } } } - for &t in zeroes2(mesh0.min.y-mesh1.max.y, v.y, a.y).iter() { + for t in zeroes2(mesh0.min.y-mesh1.max.y, v.y, a.y) { //negative t = back in time //must be moving towards surface to collide //must beat the current soonest collision time @@ -557,7 +557,7 @@ impl PhysicsState { } } //collect z - for &t in zeroes2(mesh0.max.z-mesh1.min.z, v.z, a.z).iter() { + for t in zeroes2(mesh0.max.z-mesh1.min.z, v.z, a.z) { //negative t = back in time //must be moving towards surface to collide //must beat the current soonest collision time @@ -573,7 +573,7 @@ impl PhysicsState { } } } - for &t in zeroes2(mesh0.min.z-mesh1.max.z, v.z, a.z).iter() { + for t in zeroes2(mesh0.min.z-mesh1.max.z, v.z, a.z) { //negative t = back in time //must be moving towards surface to collide //must beat the current soonest collision time