forked from StrafesNET/strafe-client
stupid mistake
This commit is contained in:
parent
fd38502e07
commit
1dc98d9c2d
24
src/body.rs
24
src/body.rs
@ -429,7 +429,7 @@ impl PhysicsState {
|
|||||||
//collect x
|
//collect x
|
||||||
match collision_data.face {
|
match collision_data.face {
|
||||||
AabbFace::Top|AabbFace::Back|AabbFace::Bottom|AabbFace::Front=>{
|
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
|
//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
|
||||||
@ -441,7 +441,7 @@ impl PhysicsState {
|
|||||||
exit_face=Some(TreyMeshFace::Left);
|
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
|
//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
|
||||||
@ -472,7 +472,7 @@ impl PhysicsState {
|
|||||||
//collect y
|
//collect y
|
||||||
match collision_data.face {
|
match collision_data.face {
|
||||||
AabbFace::Left|AabbFace::Back|AabbFace::Right|AabbFace::Front=>{
|
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
|
//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
|
||||||
@ -484,7 +484,7 @@ impl PhysicsState {
|
|||||||
exit_face=Some(TreyMeshFace::Bottom);
|
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
|
//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
|
||||||
@ -515,7 +515,7 @@ impl PhysicsState {
|
|||||||
//collect z
|
//collect z
|
||||||
match collision_data.face {
|
match collision_data.face {
|
||||||
AabbFace::Left|AabbFace::Bottom|AabbFace::Right|AabbFace::Top=>{
|
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
|
//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
|
||||||
@ -527,7 +527,7 @@ impl PhysicsState {
|
|||||||
exit_face=Some(TreyMeshFace::Front);
|
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
|
//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
|
||||||
@ -572,7 +572,7 @@ impl PhysicsState {
|
|||||||
let mesh1=self.models_cringe_clone.get(model_id as usize).unwrap().mesh();
|
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);
|
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) {
|
for t in zeroes2(mesh0.max.x-mesh1.min.x,v.x,0.5*a.x) {
|
||||||
//must collide now or in the future
|
//must collide now or in the future
|
||||||
//must beat the current soonest collision time
|
//must beat the current soonest collision time
|
||||||
//must be moving towards surface
|
//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 collide now or in the future
|
||||||
//must beat the current soonest collision time
|
//must beat the current soonest collision time
|
||||||
//must be moving towards surface
|
//must be moving towards surface
|
||||||
@ -603,7 +603,7 @@ impl PhysicsState {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
//collect y
|
//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 collide now or in the future
|
||||||
//must beat the current soonest collision time
|
//must beat the current soonest collision time
|
||||||
//must be moving towards surface
|
//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 collide now or in the future
|
||||||
//must beat the current soonest collision time
|
//must beat the current soonest collision time
|
||||||
//must be moving towards surface
|
//must be moving towards surface
|
||||||
@ -634,7 +634,7 @@ impl PhysicsState {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
//collect z
|
//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 collide now or in the future
|
||||||
//must beat the current soonest collision time
|
//must beat the current soonest collision time
|
||||||
//must be moving towards surface
|
//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 collide now or in the future
|
||||||
//must beat the current soonest collision time
|
//must beat the current soonest collision time
|
||||||
//must be moving towards surface
|
//must be moving towards surface
|
||||||
|
Loading…
Reference in New Issue
Block a user