set up borrow checker hand holding
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@@ -174,7 +174,8 @@ fn ground_things(walk_settings:&gameplay_style::WalkSettings,contact:&ContactCol
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let gravity=touching.base_acceleration(models,style,camera,input_state);
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let control_dir=style.get_y_control_dir(camera,input_state.controls);
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let target_velocity=walk_settings.get_walk_target_velocity(control_dir,normal);
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let target_velocity_clipped=touching.constrain_velocity(models,hitbox_mesh,target_velocity);
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let contacts=touching.contacts(models,hitbox_mesh);
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let target_velocity_clipped=touching.constrain_velocity(&contacts,target_velocity).velocity;
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(gravity,target_velocity_clipped)
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}
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fn ladder_things(ladder_settings:&gameplay_style::LadderSettings,contact:&ContactCollision,touching:&TouchingState,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,style:&StyleModifiers,camera:&PhysicsCamera,input_state:&InputState)->(Planar64Vec3,Planar64Vec3){
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@@ -182,7 +183,8 @@ fn ladder_things(ladder_settings:&gameplay_style::LadderSettings,contact:&Contac
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let gravity=touching.base_acceleration(models,style,camera,input_state);
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let control_dir=style.get_y_control_dir(camera,input_state.controls);
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let target_velocity=ladder_settings.get_ladder_target_velocity(control_dir,normal);
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let target_velocity_clipped=touching.constrain_velocity(models,hitbox_mesh,target_velocity);
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let contacts=touching.contacts(models,hitbox_mesh);
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let target_velocity_clipped=touching.constrain_velocity(&contacts,target_velocity).velocity;
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(gravity,target_velocity_clipped)
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}
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@@ -520,7 +522,8 @@ impl MoveState{
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// calculate base acceleration
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let base_acceleration=touching.base_acceleration(models,style,camera,input_state);
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// constrain_acceleration clips according to contacts
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touching.constrain_acceleration(models,hitbox_mesh,base_acceleration)
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let contacts=touching.contacts(models,hitbox_mesh);
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touching.constrain_acceleration(&contacts,base_acceleration).acceleration
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},
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MoveState::Walk(walk_state)
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|MoveState::Ladder(walk_state)
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@@ -752,6 +755,18 @@ impl Collision{
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}
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}
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}
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struct Contacts<'a>{
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contacts:Vec<crate::push_solve::Contact>,
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lifetime:core::marker::PhantomData<&'a ()>,
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}
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struct ConstrainedVelocity<'a>{
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velocity:Planar64Vec3,
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constraints:crate::push_solve::Conts<'a>,
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}
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struct ConstrainedAcceleration<'a>{
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acceleration:Planar64Vec3,
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constraints:crate::push_solve::Conts<'a>,
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}
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#[derive(Clone,Debug,Default)]
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struct TouchingState{
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// This is kind of jank, it's a ContactCollision
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@@ -807,8 +822,8 @@ impl TouchingState{
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//TODO: add water
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a
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}
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fn constrain_velocity(&self,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,velocity:Planar64Vec3)->Planar64Vec3{
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let contacts:Vec<_>=self.contacts.iter().map(|(convex_mesh_id,face_id)|{
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fn contacts<'a>(&'a self,models:&PhysicsModels,hitbox_mesh:&HitboxMesh)->Contacts<'a>{
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let contacts=self.contacts.iter().map(|(convex_mesh_id,face_id)|{
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let n=contact_normal(models,hitbox_mesh,convex_mesh_id,*face_id);
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crate::push_solve::Contact{
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position:vec3::zero(),
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@@ -816,18 +831,24 @@ impl TouchingState{
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normal:n,
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}
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}).collect();
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crate::push_solve::push_solve(&contacts,velocity).0
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Contacts{
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contacts,
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lifetime:core::marker::PhantomData,
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}
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}
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fn constrain_acceleration(&self,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,acceleration:Planar64Vec3)->Planar64Vec3{
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let contacts:Vec<_>=self.contacts.iter().map(|(convex_mesh_id,face_id)|{
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let n=contact_normal(models,hitbox_mesh,convex_mesh_id,*face_id);
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crate::push_solve::Contact{
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position:vec3::zero(),
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velocity:n,
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normal:n,
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}
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}).collect();
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crate::push_solve::push_solve(&contacts,acceleration).0
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fn constrain_velocity<'a>(&self,contacts:&'a Contacts<'_>,velocity:Planar64Vec3)->ConstrainedVelocity<'a>{
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let (velocity,constraints)=crate::push_solve::push_solve(&contacts.contacts,velocity);
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ConstrainedVelocity{
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velocity,
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constraints
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}
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}
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fn constrain_acceleration<'a>(&self,contacts:&'a Contacts<'_>,acceleration:Planar64Vec3)->ConstrainedAcceleration<'a>{
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let (acceleration,constraints)=crate::push_solve::push_solve(&contacts.contacts,acceleration);
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ConstrainedAcceleration{
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acceleration,
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constraints
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}
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}
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fn predict_collision_end(&self,collector:&mut instruction::InstructionCollector<InternalInstruction,Time>,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,trajectory:&Trajectory,start_time:Time){
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// let relative_body=body.relative_to(&Body::ZERO);
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@@ -1329,6 +1350,7 @@ fn set_position(
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recalculate_touching(move_state,body,touching,run,mode_state,mode,models,hitbox_mesh,bvh,style,camera,input_state,time);
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point
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}
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/// Returns true when a contact was removed
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fn set_velocity_cull(body:&mut Body,touching:&mut TouchingState,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,v:Planar64Vec3)->bool{
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//This is not correct but is better than what I have
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let mut culled=false;
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@@ -1344,7 +1366,8 @@ fn set_velocity_cull(body:&mut Body,touching:&mut TouchingState,models:&PhysicsM
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culled
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}
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fn set_velocity(body:&mut Body,touching:&TouchingState,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,v:Planar64Vec3){
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body.velocity=touching.constrain_velocity(models,hitbox_mesh,v);
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let contacts=touching.contacts(models,hitbox_mesh);
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body.velocity=touching.constrain_velocity(&contacts,v).velocity;
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}
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fn teleport(
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@@ -10,7 +10,7 @@ use strafesnet_common::ray::Ray;
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// A stack-allocated variable-size list that holds up to 4 elements
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// Direct references are used instead of indices i0, i1, i2, i3
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type Conts<'a>=arrayvec::ArrayVec<&'a Contact,4>;
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pub type Conts<'a>=arrayvec::ArrayVec<&'a Contact,4>;
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// hack to allow comparing ratios to zero
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const RATIO_ZERO:Ratio<F64_32,F64_32>=Ratio::new(Fixed::ZERO,Fixed::EPSILON);
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