unpub a bunch of physics stuff

This commit is contained in:
Quaternions 2023-10-16 18:57:37 -07:00
parent 6114835471
commit 9005de6e8e
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 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 {
label: Some("Camera"),
contents: bytemuck::cast_slice(&camera_uniforms),
@ -1063,6 +1063,7 @@ impl framework::Example for GlobalState {
self.graphics.clear();
let mut physics=physics::PhysicsState::default();
//physics.spawn()
physics.game.stage_id=0;
physics.spawn_point=spawn_point;
physics.process_instruction(instruction::TimedInstruction{

View File

@ -292,22 +292,22 @@ enum MoveState{
pub struct PhysicsState{
pub time:Time,
pub body:Body,
pub world:WorldState,//currently there is only one state the world can be in
body:Body,
world:WorldState,//currently there is only one state the world can be in
pub game:GameMechanicsState,
pub style:StyleModifiers,
style:StyleModifiers,
touching:TouchingState,
//camera must exist in state because wormholes modify the camera, also camera punch
pub camera:PhysicsCamera,
pub next_mouse:MouseState,//Where is the mouse headed next
pub controls:u32,
pub move_state:MoveState,
camera:PhysicsCamera,
next_mouse:MouseState,//Where is the mouse headed next
controls:u32,
move_state:MoveState,
//all models
pub models:Vec<ModelPhysics>,
pub bvh:crate::bvh::BvhNode,
models:Vec<ModelPhysics>,
bvh:crate::bvh::BvhNode,
pub modes:Vec<crate::model::ModeDescription>,
pub mode_from_mode_id:std::collections::HashMap::<u32,usize>,
modes:Vec<crate::model::ModeDescription>,
mode_from_mode_id:std::collections::HashMap::<u32,usize>,
//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
pub spawn_point:Planar64Vec3,