unpub a bunch of physics stuff

This commit is contained in:
Quaternions 2023-10-16 18:57:37 -07:00
parent 127b205401
commit 586bf8ce89
2 changed files with 13 additions and 12 deletions

View File

@ -931,7 +931,7 @@ impl framework::Example for GlobalState {
let screen_size=glam::uvec2(config.width,config.height); let screen_size=glam::uvec2(config.width,config.height);
let camera=GraphicsCamera::new(screen_size,user_settings.calculate_fov(1.0,&screen_size).as_vec2()); let camera=GraphicsCamera::new(screen_size,user_settings.calculate_fov(1.0,&screen_size).as_vec2());
let camera_uniforms = camera.to_uniform_data(physics.output().adjust_mouse(&physics.next_mouse)); let camera_uniforms = camera.to_uniform_data(physics.output().adjust_mouse(&physics::MouseState::default()));
let camera_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor { let camera_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Camera"), label: Some("Camera"),
contents: bytemuck::cast_slice(&camera_uniforms), contents: bytemuck::cast_slice(&camera_uniforms),
@ -1063,6 +1063,7 @@ impl framework::Example for GlobalState {
self.graphics.clear(); self.graphics.clear();
let mut physics=physics::PhysicsState::default(); let mut physics=physics::PhysicsState::default();
//physics.spawn()
physics.game.stage_id=0; physics.game.stage_id=0;
physics.spawn_point=spawn_point; physics.spawn_point=spawn_point;
physics.process_instruction(instruction::TimedInstruction{ physics.process_instruction(instruction::TimedInstruction{

View File

@ -286,22 +286,22 @@ enum MoveState{
pub struct PhysicsState{ pub struct PhysicsState{
pub time:Time, pub time:Time,
pub body:Body, body:Body,
pub world:WorldState,//currently there is only one state the world can be in world:WorldState,//currently there is only one state the world can be in
pub game:GameMechanicsState, pub game:GameMechanicsState,
pub style:StyleModifiers, style:StyleModifiers,
touching:TouchingState, touching:TouchingState,
//camera must exist in state because wormholes modify the camera, also camera punch //camera must exist in state because wormholes modify the camera, also camera punch
pub camera:PhysicsCamera, camera:PhysicsCamera,
pub next_mouse:MouseState,//Where is the mouse headed next next_mouse:MouseState,//Where is the mouse headed next
pub controls:u32, controls:u32,
pub move_state:MoveState, move_state:MoveState,
//all models //all models
pub models:Vec<ModelPhysics>, models:Vec<ModelPhysics>,
pub bvh:crate::bvh::BvhNode, bvh:crate::bvh::BvhNode,
pub modes:Vec<crate::model::ModeDescription>, modes:Vec<crate::model::ModeDescription>,
pub mode_from_mode_id:std::collections::HashMap::<u32,usize>, mode_from_mode_id:std::collections::HashMap::<u32,usize>,
//the spawn point is where you spawn when you load into the map. //the spawn point is where you spawn when you load into the map.
//This is not the same as Reset which teleports you to Spawn0 //This is not the same as Reset which teleports you to Spawn0
pub spawn_point:Planar64Vec3, pub spawn_point:Planar64Vec3,