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18
src/body.rs
18
src/body.rs
@ -525,8 +525,7 @@ impl PhysicsState {
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let (p,v,a)=(self.body.position,self.body.velocity,self.body.acceleration);
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let (p,v,a)=(self.body.position,self.body.velocity,self.body.acceleration);
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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) {
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for t in zeroes2(mesh0.max.x-mesh1.min.x,v.x,a.x) {
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//negative t = back in time
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//must collide now or in the future
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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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//must be moving towards surface
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//must be moving towards surface
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let t_time=self.body.time+((t as f64)*1_000_000_000f64) as TIME;
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let t_time=self.body.time+((t as f64)*1_000_000_000f64) as TIME;
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@ -541,8 +540,7 @@ impl PhysicsState {
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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) {
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for t in zeroes2(mesh0.min.x-mesh1.max.x,v.x,a.x) {
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//negative t = back in time
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//must collide now or in the future
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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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//must be moving towards surface
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//must be moving towards surface
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let t_time=self.body.time+((t as f64)*1_000_000_000f64) as TIME;
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let t_time=self.body.time+((t as f64)*1_000_000_000f64) as TIME;
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@ -558,8 +556,7 @@ impl PhysicsState {
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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) {
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for t in zeroes2(mesh0.max.y-mesh1.min.y,v.y,a.y) {
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//negative t = back in time
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//must collide now or in the future
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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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//must be moving towards surface
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//must be moving towards surface
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let t_time=self.body.time+((t as f64)*1_000_000_000f64) as TIME;
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let t_time=self.body.time+((t as f64)*1_000_000_000f64) as TIME;
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@ -574,8 +571,7 @@ impl PhysicsState {
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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) {
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for t in zeroes2(mesh0.min.y-mesh1.max.y,v.y,a.y) {
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//negative t = back in time
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//must collide now or in the future
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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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//must be moving towards surface
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//must be moving towards surface
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let t_time=self.body.time+((t as f64)*1_000_000_000f64) as TIME;
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let t_time=self.body.time+((t as f64)*1_000_000_000f64) as TIME;
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@ -591,8 +587,7 @@ impl PhysicsState {
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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) {
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for t in zeroes2(mesh0.max.z-mesh1.min.z,v.z,a.z) {
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//negative t = back in time
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//must collide now or in the future
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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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//must be moving towards surface
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//must be moving towards surface
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let t_time=self.body.time+((t as f64)*1_000_000_000f64) as TIME;
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let t_time=self.body.time+((t as f64)*1_000_000_000f64) as TIME;
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@ -607,8 +602,7 @@ impl PhysicsState {
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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) {
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for t in zeroes2(mesh0.min.z-mesh1.max.z,v.z,a.z) {
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//negative t = back in time
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//must collide now or in the future
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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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//must be moving towards surface
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//must be moving towards surface
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let t_time=self.body.time+((t as f64)*1_000_000_000f64) as TIME;
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let t_time=self.body.time+((t as f64)*1_000_000_000f64) as TIME;
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