forked from StrafesNET/strafe-client
fix usage
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01a8efe4d4
commit
db5f4e1da3
@ -975,7 +975,7 @@ impl PhysicsState {
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//collect x
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//collect x
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match collision_data.face {
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match collision_data.face {
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TreyMeshFace::Top|TreyMeshFace::Back|TreyMeshFace::Bottom|TreyMeshFace::Front=>{
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TreyMeshFace::Top|TreyMeshFace::Back|TreyMeshFace::Bottom|TreyMeshFace::Front=>{
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for t in zeroes2(mesh0.max.x()-mesh1.min.x(),v.x(),a.x()/2) {
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for &t in zeroes2(mesh0.max.x()-mesh1.min.x(),v.x(),a.x()/2){
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//negative t = back in time
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//negative t = back in time
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//must be moving towards surface to collide
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//must be moving towards surface to collide
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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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@ -988,7 +988,7 @@ impl PhysicsState {
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break;
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break;
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}
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}
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}
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}
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for t in zeroes2(mesh0.min.x()-mesh1.max.x(),v.x(),a.x()/2) {
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for &t in zeroes2(mesh0.min.x()-mesh1.max.x(),v.x(),a.x()/2){
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//negative t = back in time
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//negative t = back in time
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//must be moving towards surface to collide
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//must be moving towards surface to collide
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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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@ -1020,7 +1020,7 @@ impl PhysicsState {
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//collect y
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//collect y
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match collision_data.face {
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match collision_data.face {
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TreyMeshFace::Left|TreyMeshFace::Back|TreyMeshFace::Right|TreyMeshFace::Front=>{
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TreyMeshFace::Left|TreyMeshFace::Back|TreyMeshFace::Right|TreyMeshFace::Front=>{
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for t in zeroes2(mesh0.max.y()-mesh1.min.y(),v.y(),a.y()/2) {
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for &t in zeroes2(mesh0.max.y()-mesh1.min.y(),v.y(),a.y()/2){
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//negative t = back in time
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//negative t = back in time
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//must be moving towards surface to collide
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//must be moving towards surface to collide
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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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@ -1033,7 +1033,7 @@ impl PhysicsState {
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break;
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break;
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}
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}
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}
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}
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for t in zeroes2(mesh0.min.y()-mesh1.max.y(),v.y(),a.y()/2) {
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for &t in zeroes2(mesh0.min.y()-mesh1.max.y(),v.y(),a.y()/2){
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//negative t = back in time
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//negative t = back in time
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//must be moving towards surface to collide
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//must be moving towards surface to collide
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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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@ -1065,7 +1065,7 @@ impl PhysicsState {
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//collect z
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//collect z
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match collision_data.face {
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match collision_data.face {
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TreyMeshFace::Left|TreyMeshFace::Bottom|TreyMeshFace::Right|TreyMeshFace::Top=>{
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TreyMeshFace::Left|TreyMeshFace::Bottom|TreyMeshFace::Right|TreyMeshFace::Top=>{
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for t in zeroes2(mesh0.max.z()-mesh1.min.z(),v.z(),a.z()/2) {
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for &t in zeroes2(mesh0.max.z()-mesh1.min.z(),v.z(),a.z()/2){
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//negative t = back in time
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//negative t = back in time
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//must be moving towards surface to collide
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//must be moving towards surface to collide
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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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@ -1078,7 +1078,7 @@ impl PhysicsState {
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break;
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break;
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}
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}
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}
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}
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for t in zeroes2(mesh0.min.z()-mesh1.max.z(),v.z(),a.z()/2) {
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for &t in zeroes2(mesh0.min.z()-mesh1.max.z(),v.z(),a.z()/2){
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//negative t = back in time
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//negative t = back in time
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//must be moving towards surface to collide
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//must be moving towards surface to collide
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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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@ -1124,7 +1124,7 @@ impl PhysicsState {
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let mut best_time=time_limit;
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let mut best_time=time_limit;
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let mut best_face:Option<TreyMeshFace>=None;
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let mut best_face:Option<TreyMeshFace>=None;
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//collect x
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//collect x
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for t in zeroes2(mesh0.max.x()-mesh1.min.x(),v.x(),a.x()/2) {
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for &t in zeroes2(mesh0.max.x()-mesh1.min.x(),v.x(),a.x()/2){
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//must collide now or in the future
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//must collide now or in the future
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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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@ -1140,7 +1140,7 @@ impl PhysicsState {
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}
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}
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}
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}
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}
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}
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for t in zeroes2(mesh0.min.x()-mesh1.max.x(),v.x(),a.x()/2) {
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for &t in zeroes2(mesh0.min.x()-mesh1.max.x(),v.x(),a.x()/2){
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//must collide now or in the future
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//must collide now or in the future
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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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@ -1157,7 +1157,7 @@ impl PhysicsState {
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}
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}
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}
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}
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//collect y
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//collect y
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for t in zeroes2(mesh0.max.y()-mesh1.min.y(),v.y(),a.y()/2) {
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for &t in zeroes2(mesh0.max.y()-mesh1.min.y(),v.y(),a.y()/2){
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//must collide now or in the future
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//must collide now or in the future
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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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@ -1173,7 +1173,7 @@ impl PhysicsState {
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}
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}
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}
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}
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}
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}
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for t in zeroes2(mesh0.min.y()-mesh1.max.y(),v.y(),a.y()/2) {
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for &t in zeroes2(mesh0.min.y()-mesh1.max.y(),v.y(),a.y()/2){
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//must collide now or in the future
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//must collide now or in the future
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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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@ -1190,7 +1190,7 @@ impl PhysicsState {
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}
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}
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}
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}
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//collect z
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//collect z
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for t in zeroes2(mesh0.max.z()-mesh1.min.z(),v.z(),a.z()/2) {
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for &t in zeroes2(mesh0.max.z()-mesh1.min.z(),v.z(),a.z()/2){
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//must collide now or in the future
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//must collide now or in the future
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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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@ -1206,7 +1206,7 @@ impl PhysicsState {
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}
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}
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}
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}
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}
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}
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for t in zeroes2(mesh0.min.z()-mesh1.max.z(),v.z(),a.z()/2) {
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for &t in zeroes2(mesh0.min.z()-mesh1.max.z(),v.z(),a.z()/2){
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//must collide now or in the future
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//must collide now or in the future
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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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