consume vec

This commit is contained in:
Quaternions 2023-09-18 14:55:11 -07:00
parent 5b55873bd5
commit 14a74c6e1e

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@ -373,7 +373,7 @@ impl PhysicsState {
let mesh1=model.mesh(); let mesh1=model.mesh();
let (p,v,a)=(self.body.position,-self.body.velocity,self.body.acceleration); let (p,v,a)=(self.body.position,-self.body.velocity,self.body.acceleration);
//collect x //collect x
for &t in zeroes2(mesh0.max.x-mesh1.min.x, v.x, a.x).iter() { for t in zeroes2(mesh0.max.x-mesh1.min.x, v.x, a.x) {
//negative t = back in time //negative t = back in time
//must be moving towards surface to collide //must be moving towards surface to collide
//must beat the current soonest collision time //must beat the current soonest collision time
@ -389,7 +389,7 @@ impl PhysicsState {
} }
} }
} }
for &t in zeroes2(mesh0.min.x-mesh1.max.x, v.x, a.x).iter() { for t in zeroes2(mesh0.min.x-mesh1.max.x, v.x, a.x) {
//negative t = back in time //negative t = back in time
//must be moving towards surface to collide //must be moving towards surface to collide
//must beat the current soonest collision time //must beat the current soonest collision time
@ -406,7 +406,7 @@ impl PhysicsState {
} }
} }
//collect y //collect y
for &t in zeroes2(mesh0.max.y-mesh1.min.y, v.y, a.y).iter() { for t in zeroes2(mesh0.max.y-mesh1.min.y, v.y, a.y) {
//negative t = back in time //negative t = back in time
//must be moving towards surface to collide //must be moving towards surface to collide
//must beat the current soonest collision time //must beat the current soonest collision time
@ -422,7 +422,7 @@ impl PhysicsState {
} }
} }
} }
for &t in zeroes2(mesh0.min.y-mesh1.max.y, v.y, a.y).iter() { for t in zeroes2(mesh0.min.y-mesh1.max.y, v.y, a.y) {
//negative t = back in time //negative t = back in time
//must be moving towards surface to collide //must be moving towards surface to collide
//must beat the current soonest collision time //must beat the current soonest collision time
@ -439,7 +439,7 @@ impl PhysicsState {
} }
} }
//collect z //collect z
for &t in zeroes2(mesh0.max.z-mesh1.min.z, v.z, a.z).iter() { for t in zeroes2(mesh0.max.z-mesh1.min.z, v.z, a.z) {
//negative t = back in time //negative t = back in time
//must be moving towards surface to collide //must be moving towards surface to collide
//must beat the current soonest collision time //must beat the current soonest collision time
@ -455,7 +455,7 @@ impl PhysicsState {
} }
} }
} }
for &t in zeroes2(mesh0.min.z-mesh1.max.z, v.z, a.z).iter() { for t in zeroes2(mesh0.min.z-mesh1.max.z, v.z, a.z) {
//negative t = back in time //negative t = back in time
//must be moving towards surface to collide //must be moving towards surface to collide
//must beat the current soonest collision time //must beat the current soonest collision time
@ -491,7 +491,7 @@ impl PhysicsState {
let mesh1=model.mesh(); let mesh1=model.mesh();
let (p,v,a)=(self.body.position,self.body.velocity,self.body.acceleration); let (p,v,a)=(self.body.position,self.body.velocity,self.body.acceleration);
//collect x //collect x
for &t in zeroes2(mesh0.max.x-mesh1.min.x, v.x, a.x).iter() { for t in zeroes2(mesh0.max.x-mesh1.min.x, v.x, a.x) {
//negative t = back in time //negative t = back in time
//must be moving towards surface to collide //must be moving towards surface to collide
//must beat the current soonest collision time //must beat the current soonest collision time
@ -507,7 +507,7 @@ impl PhysicsState {
} }
} }
} }
for &t in zeroes2(mesh0.min.x-mesh1.max.x, v.x, a.x).iter() { for t in zeroes2(mesh0.min.x-mesh1.max.x, v.x, a.x) {
//negative t = back in time //negative t = back in time
//must be moving towards surface to collide //must be moving towards surface to collide
//must beat the current soonest collision time //must beat the current soonest collision time
@ -524,7 +524,7 @@ impl PhysicsState {
} }
} }
//collect y //collect y
for &t in zeroes2(mesh0.max.y-mesh1.min.y, v.y, a.y).iter() { for t in zeroes2(mesh0.max.y-mesh1.min.y, v.y, a.y) {
//negative t = back in time //negative t = back in time
//must be moving towards surface to collide //must be moving towards surface to collide
//must beat the current soonest collision time //must beat the current soonest collision time
@ -540,7 +540,7 @@ impl PhysicsState {
} }
} }
} }
for &t in zeroes2(mesh0.min.y-mesh1.max.y, v.y, a.y).iter() { for t in zeroes2(mesh0.min.y-mesh1.max.y, v.y, a.y) {
//negative t = back in time //negative t = back in time
//must be moving towards surface to collide //must be moving towards surface to collide
//must beat the current soonest collision time //must beat the current soonest collision time
@ -557,7 +557,7 @@ impl PhysicsState {
} }
} }
//collect z //collect z
for &t in zeroes2(mesh0.max.z-mesh1.min.z, v.z, a.z).iter() { for t in zeroes2(mesh0.max.z-mesh1.min.z, v.z, a.z) {
//negative t = back in time //negative t = back in time
//must be moving towards surface to collide //must be moving towards surface to collide
//must beat the current soonest collision time //must beat the current soonest collision time
@ -573,7 +573,7 @@ impl PhysicsState {
} }
} }
} }
for &t in zeroes2(mesh0.min.z-mesh1.max.z, v.z, a.z).iter() { for t in zeroes2(mesh0.min.z-mesh1.max.z, v.z, a.z) {
//negative t = back in time //negative t = back in time
//must be moving towards surface to collide //must be moving towards surface to collide
//must beat the current soonest collision time //must beat the current soonest collision time