put -t back

This commit is contained in:
Quaternions 2023-09-18 18:27:02 -07:00
parent a5f203484b
commit bffc254a0d

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