diff --git a/src/physics.rs b/src/physics.rs index c459bd0..61efef8 100644 --- a/src/physics.rs +++ b/src/physics.rs @@ -1046,9 +1046,9 @@ impl PhysicsContext{ } //tickless gaming - pub fn run(&mut self, time_limit:Time){ + pub fn run(&mut self,time_limit:Time){ //prepare is ommitted - everything is done via instructions. - while let Some(instruction) = self.next_instruction(time_limit) {//collect + while let Some(instruction)=self.next_instruction(time_limit){//collect //process self.process_instruction(instruction); //write hash lol @@ -1339,12 +1339,12 @@ fn run_teleport_behaviour(wormhole:&Option,models match &general.trajectory{ Some(trajectory)=>{ match trajectory{ - gameplay_attributes::SetTrajectory::AirTime(_) => todo!(), - gameplay_attributes::SetTrajectory::Height(_) => todo!(), - gameplay_attributes::SetTrajectory::TargetPointTime { target_point: _, time: _ } => todo!(), - gameplay_attributes::SetTrajectory::TargetPointSpeed { target_point: _, speed: _, trajectory_choice: _ } => todo!(), + gameplay_attributes::SetTrajectory::AirTime(_)=>todo!(), + gameplay_attributes::SetTrajectory::Height(_)=>todo!(), + gameplay_attributes::SetTrajectory::TargetPointTime { target_point: _, time: _ }=>todo!(), + gameplay_attributes::SetTrajectory::TargetPointSpeed { target_point: _, speed: _, trajectory_choice: _ }=>todo!(), &gameplay_attributes::SetTrajectory::Velocity(velocity)=>v=velocity, - gameplay_attributes::SetTrajectory::DotVelocity { direction: _, dot: _ } => todo!(), + gameplay_attributes::SetTrajectory::DotVelocity { direction: _, dot: _ }=>todo!(), } }, None=>(), @@ -1365,7 +1365,7 @@ fn run_teleport_behaviour(wormhole:&Option,models _=>panic!("invalid pair"), } }, - PhysicsInstruction::CollisionEnd(c) => { + PhysicsInstruction::CollisionEnd(c)=>{ match data.models.attr(c.convex_mesh_id().model_id){ PhysicsCollisionAttributes::Contact{contacting:_,general:_}=>{ state.touching.remove(&c);//remove contact before calling contact_constrain_acceleration @@ -1377,7 +1377,7 @@ fn run_teleport_behaviour(wormhole:&Option,models }, } }, - PhysicsInstruction::StrafeTick => { + PhysicsInstruction::StrafeTick=>{ let control_dir=state.style.get_control_dir(state.controls); if control_dir!=Planar64Vec3::ZERO{ let camera_mat=state.camera.simulate_move_rotation_y(state.camera.mouse.lerp(&state.next_mouse,state.time).x); @@ -1394,7 +1394,7 @@ fn run_teleport_behaviour(wormhole:&Option,models } } } - PhysicsInstruction::ReachWalkTargetVelocity => { + PhysicsInstruction::ReachWalkTargetVelocity=>{ match &mut state.move_state{ MoveState::Air|MoveState::Water=>(), MoveState::Walk(walk_state)|MoveState::Ladder(walk_state)=>{ @@ -1412,24 +1412,24 @@ fn run_teleport_behaviour(wormhole:&Option,models } } }, - PhysicsInstruction::Input(input_instruction) => { + PhysicsInstruction::Input(input_instruction)=>{ let mut b_refresh_walk_target=true; match input_instruction{ - PhysicsInputInstruction::SetNextMouse(m) => { + PhysicsInputInstruction::SetNextMouse(m)=>{ state.camera.move_mouse(state.next_mouse.pos); (state.camera.mouse,state.next_mouse)=(state.next_mouse.clone(),m); }, - PhysicsInputInstruction::ReplaceMouse(m0,m1) => { + PhysicsInputInstruction::ReplaceMouse(m0,m1)=>{ state.camera.move_mouse(m0.pos); (state.camera.mouse,state.next_mouse)=(m0,m1); }, - PhysicsInputInstruction::SetMoveForward(s) => state.set_control(StyleModifiers::CONTROL_MOVEFORWARD,s), - PhysicsInputInstruction::SetMoveLeft(s) => state.set_control(StyleModifiers::CONTROL_MOVELEFT,s), - PhysicsInputInstruction::SetMoveBack(s) => state.set_control(StyleModifiers::CONTROL_MOVEBACK,s), - PhysicsInputInstruction::SetMoveRight(s) => state.set_control(StyleModifiers::CONTROL_MOVERIGHT,s), - PhysicsInputInstruction::SetMoveUp(s) => state.set_control(StyleModifiers::CONTROL_MOVEUP,s), - PhysicsInputInstruction::SetMoveDown(s) => state.set_control(StyleModifiers::CONTROL_MOVEDOWN,s), - PhysicsInputInstruction::SetJump(s) => { + PhysicsInputInstruction::SetMoveForward(s)=>state.set_control(StyleModifiers::CONTROL_MOVEFORWARD,s), + PhysicsInputInstruction::SetMoveLeft(s)=>state.set_control(StyleModifiers::CONTROL_MOVELEFT,s), + PhysicsInputInstruction::SetMoveBack(s)=>state.set_control(StyleModifiers::CONTROL_MOVEBACK,s), + PhysicsInputInstruction::SetMoveRight(s)=>state.set_control(StyleModifiers::CONTROL_MOVERIGHT,s), + PhysicsInputInstruction::SetMoveUp(s)=>state.set_control(StyleModifiers::CONTROL_MOVEUP,s), + PhysicsInputInstruction::SetMoveDown(s)=>state.set_control(StyleModifiers::CONTROL_MOVEDOWN,s), + PhysicsInputInstruction::SetJump(s)=>{ state.set_control(StyleModifiers::CONTROL_JUMP,s); if let Some(walk_state)=get_walk_state(&state.move_state){ let mut v=state.body.velocity; @@ -1440,11 +1440,11 @@ fn run_teleport_behaviour(wormhole:&Option,models } b_refresh_walk_target=false; }, - PhysicsInputInstruction::SetZoom(s) => { + PhysicsInputInstruction::SetZoom(s)=>{ state.set_control(StyleModifiers::CONTROL_ZOOM,s); b_refresh_walk_target=false; }, - PhysicsInputInstruction::Reset => { + PhysicsInputInstruction::Reset=>{ //it matters which of these runs first, but I have not thought it through yet as it doesn't matter yet state.mode_state.clear(); state.mode_state.set_stage_id(gameplay_modes::StageId::FIRST); @@ -1457,7 +1457,7 @@ fn run_teleport_behaviour(wormhole:&Option,models (state.move_state,state.body.acceleration)=state.touching.get_move_state(&state.body,&data.models,&state.style,&data.hitbox_mesh,&state.camera,state.controls,&state.next_mouse,state.time); b_refresh_walk_target=false; }, - PhysicsInputInstruction::Idle => {b_refresh_walk_target=false;},//literally idle! + PhysicsInputInstruction::Idle=>{b_refresh_walk_target=false;},//literally idle! } if b_refresh_walk_target{ let a=refresh_walk_target(state,data);