forked from StrafesNET/strafe-client
put -t back
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parent
a5f203484b
commit
bffc254a0d
12
src/body.rs
12
src/body.rs
@ -386,7 +386,7 @@ impl PhysicsState {
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//must beat the current soonest collision time
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//must beat the current soonest collision time
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//must be moving towards surface
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//must be moving towards surface
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let t_time=self.body.time+((-t as f64)*1_000_000_000f64) as TIME;
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let t_time=self.body.time+((-t as f64)*1_000_000_000f64) as TIME;
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if time<=t_time&&t_time<best_time&&0f32<(-v.x+a.x*t){
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if time<=t_time&&t_time<best_time&&0f32<v.x+a.x*-t{
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//collect valid t
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//collect valid t
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best_time=t_time;
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best_time=t_time;
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exit_face=Some(TreyMeshFace::Left);
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exit_face=Some(TreyMeshFace::Left);
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@ -398,7 +398,7 @@ impl PhysicsState {
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//must beat the current soonest collision time
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//must beat the current soonest collision time
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//must be moving towards surface
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//must be moving towards surface
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let t_time=self.body.time+((-t as f64)*1_000_000_000f64) as TIME;
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let t_time=self.body.time+((-t as f64)*1_000_000_000f64) as TIME;
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if time<=t_time&&t_time<best_time&&(-v.x+a.x*t)<0f32{
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if time<=t_time&&t_time<best_time&&v.x+a.x*-t<0f32{
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//collect valid t
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//collect valid t
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best_time=t_time;
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best_time=t_time;
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exit_face=Some(TreyMeshFace::Right);
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exit_face=Some(TreyMeshFace::Right);
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@ -429,7 +429,7 @@ impl PhysicsState {
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//must beat the current soonest collision time
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//must beat the current soonest collision time
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//must be moving towards surface
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//must be moving towards surface
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let t_time=self.body.time+((-t as f64)*1_000_000_000f64) as TIME;
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let t_time=self.body.time+((-t as f64)*1_000_000_000f64) as TIME;
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if time<=t_time&&t_time<best_time&&0f32<(-v.y+a.y*t){
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if time<=t_time&&t_time<best_time&&0f32<v.y+a.y*-t{
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//collect valid t
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//collect valid t
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best_time=t_time;
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best_time=t_time;
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exit_face=Some(TreyMeshFace::Bottom);
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exit_face=Some(TreyMeshFace::Bottom);
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@ -441,7 +441,7 @@ impl PhysicsState {
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//must beat the current soonest collision time
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//must beat the current soonest collision time
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//must be moving towards surface
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//must be moving towards surface
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let t_time=self.body.time+((-t as f64)*1_000_000_000f64) as TIME;
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let t_time=self.body.time+((-t as f64)*1_000_000_000f64) as TIME;
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if time<=t_time&&t_time<best_time&&(-v.y+a.y*t)<0f32{
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if time<=t_time&&t_time<best_time&&v.y+a.y*-t<0f32{
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//collect valid t
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//collect valid t
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best_time=t_time;
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best_time=t_time;
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exit_face=Some(TreyMeshFace::Top);
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exit_face=Some(TreyMeshFace::Top);
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@ -472,7 +472,7 @@ impl PhysicsState {
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//must beat the current soonest collision time
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//must beat the current soonest collision time
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//must be moving towards surface
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//must be moving towards surface
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let t_time=self.body.time+((-t as f64)*1_000_000_000f64) as TIME;
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let t_time=self.body.time+((-t as f64)*1_000_000_000f64) as TIME;
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if time<=t_time&&t_time<best_time&&0f32<(-v.z+a.z*t){
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if time<=t_time&&t_time<best_time&&0f32<v.z+a.z*-t{
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//collect valid t
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//collect valid t
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best_time=t_time;
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best_time=t_time;
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exit_face=Some(TreyMeshFace::Front);
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exit_face=Some(TreyMeshFace::Front);
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@ -484,7 +484,7 @@ impl PhysicsState {
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//must beat the current soonest collision time
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//must beat the current soonest collision time
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//must be moving towards surface
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//must be moving towards surface
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let t_time=self.body.time+((-t as f64)*1_000_000_000f64) as TIME;
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let t_time=self.body.time+((-t as f64)*1_000_000_000f64) as TIME;
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if time<=t_time&&t_time<best_time&&(-v.z+a.z*t)<0f32{
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if time<=t_time&&t_time<best_time&&v.z+a.z*-t<0f32{
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//collect valid t
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//collect valid t
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best_time=t_time;
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best_time=t_time;
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exit_face=Some(TreyMeshFace::Back);
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exit_face=Some(TreyMeshFace::Back);
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