From 1dc98d9c2d161a7c341f075f60171d1727b0f70d Mon Sep 17 00:00:00 2001 From: Quaternions Date: Mon, 18 Sep 2023 23:33:52 -0700 Subject: [PATCH] stupid mistake --- src/body.rs | 24 ++++++++++++------------ 1 file changed, 12 insertions(+), 12 deletions(-) diff --git a/src/body.rs b/src/body.rs index 28258d7..7c0ce27 100644 --- a/src/body.rs +++ b/src/body.rs @@ -429,7 +429,7 @@ impl PhysicsState { //collect x match collision_data.face { AabbFace::Top|AabbFace::Back|AabbFace::Bottom|AabbFace::Front=>{ - for t in zeroes2(mesh0.max.x-mesh1.min.x,v.x,a.x) { + for t in zeroes2(mesh0.max.x-mesh1.min.x,v.x,0.5*a.x) { //negative t = back in time //must be moving towards surface to collide //must beat the current soonest collision time @@ -441,7 +441,7 @@ impl PhysicsState { exit_face=Some(TreyMeshFace::Left); } } - for t in zeroes2(mesh0.min.x-mesh1.max.x,v.x,a.x) { + for t in zeroes2(mesh0.min.x-mesh1.max.x,v.x,0.5*a.x) { //negative t = back in time //must be moving towards surface to collide //must beat the current soonest collision time @@ -472,7 +472,7 @@ impl PhysicsState { //collect y match collision_data.face { AabbFace::Left|AabbFace::Back|AabbFace::Right|AabbFace::Front=>{ - for t in zeroes2(mesh0.max.y-mesh1.min.y,v.y,a.y) { + for t in zeroes2(mesh0.max.y-mesh1.min.y,v.y,0.5*a.y) { //negative t = back in time //must be moving towards surface to collide //must beat the current soonest collision time @@ -484,7 +484,7 @@ impl PhysicsState { exit_face=Some(TreyMeshFace::Bottom); } } - for t in zeroes2(mesh0.min.y-mesh1.max.y,v.y,a.y) { + for t in zeroes2(mesh0.min.y-mesh1.max.y,v.y,0.5*a.y) { //negative t = back in time //must be moving towards surface to collide //must beat the current soonest collision time @@ -515,7 +515,7 @@ impl PhysicsState { //collect z match collision_data.face { AabbFace::Left|AabbFace::Bottom|AabbFace::Right|AabbFace::Top=>{ - for t in zeroes2(mesh0.max.z-mesh1.min.z,v.z,a.z) { + for t in zeroes2(mesh0.max.z-mesh1.min.z,v.z,0.5*a.z) { //negative t = back in time //must be moving towards surface to collide //must beat the current soonest collision time @@ -527,7 +527,7 @@ impl PhysicsState { exit_face=Some(TreyMeshFace::Front); } } - for t in zeroes2(mesh0.min.z-mesh1.max.z,v.z,a.z) { + for t in zeroes2(mesh0.min.z-mesh1.max.z,v.z,0.5*a.z) { //negative t = back in time //must be moving towards surface to collide //must beat the current soonest collision time @@ -572,7 +572,7 @@ impl PhysicsState { let mesh1=self.models_cringe_clone.get(model_id as usize).unwrap().mesh(); let (p,v,a)=(self.body.position,self.body.velocity,self.body.acceleration); //collect x - for t in zeroes2(mesh0.max.x-mesh1.min.x,v.x,a.x) { + for t in zeroes2(mesh0.max.x-mesh1.min.x,v.x,0.5*a.x) { //must collide now or in the future //must beat the current soonest collision time //must be moving towards surface @@ -587,7 +587,7 @@ impl PhysicsState { } } } - for t in zeroes2(mesh0.min.x-mesh1.max.x,v.x,a.x) { + for t in zeroes2(mesh0.min.x-mesh1.max.x,v.x,0.5*a.x) { //must collide now or in the future //must beat the current soonest collision time //must be moving towards surface @@ -603,7 +603,7 @@ impl PhysicsState { } } //collect y - for t in zeroes2(mesh0.max.y-mesh1.min.y,v.y,a.y) { + for t in zeroes2(mesh0.max.y-mesh1.min.y,v.y,0.5*a.y) { //must collide now or in the future //must beat the current soonest collision time //must be moving towards surface @@ -618,7 +618,7 @@ impl PhysicsState { } } } - for t in zeroes2(mesh0.min.y-mesh1.max.y,v.y,a.y) { + for t in zeroes2(mesh0.min.y-mesh1.max.y,v.y,0.5*a.y) { //must collide now or in the future //must beat the current soonest collision time //must be moving towards surface @@ -634,7 +634,7 @@ impl PhysicsState { } } //collect z - for t in zeroes2(mesh0.max.z-mesh1.min.z,v.z,a.z) { + for t in zeroes2(mesh0.max.z-mesh1.min.z,v.z,0.5*a.z) { //must collide now or in the future //must beat the current soonest collision time //must be moving towards surface @@ -649,7 +649,7 @@ impl PhysicsState { } } } - for t in zeroes2(mesh0.min.z-mesh1.max.z,v.z,a.z) { + for t in zeroes2(mesh0.min.z-mesh1.max.z,v.z,0.5*a.z) { //must collide now or in the future //must beat the current soonest collision time //must be moving towards surface