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const PLAYER_SPEED: f64 = 50.0; | |
const TOI_DISTANCE_THRESHOLD: f64 = 0.001; | |
#[wasm_bindgen(js_name = processPlayersMovement)] | |
pub fn process_players_movement(time_delta: f64, players: &js_sys::Iterator, objects: &js_sys::Iterator) { | |
for player_object in players { | |
let player_object = player_object.unwrap(); | |
let player = player_object.dyn_ref::<muddle_types::Player>(); | |
if player.is_none() { | |
continue; | |
} | |
let player = player.unwrap(); | |
let player_shape = object_shape(&player_object); | |
let player_direction: Vector2 = player.get_movement_direction().into(); | |
if player_direction.norm() < 0.01 { | |
continue; | |
} | |
let player_velocity = player_direction * PLAYER_SPEED; | |
let player_position: Vector2 = player.placeable_object_interface().get_position().into(); | |
let player_isometry = Isometry2::new(player_position, nalgebra::zero()); | |
let toi = objects.into_iter().fold(::std::f64::MAX, |min_t, object| { | |
let object = object.unwrap(); | |
let shape = object_shape(&object); | |
let placeable_object = placeable_object_interface(&object); | |
let position: Vector2 = placeable_object.get_position().into(); | |
let isometry = Isometry2::new(position, nalgebra::zero()); | |
let toi = query::time_of_impact( | |
&player_isometry, | |
&player_velocity, | |
&*player_shape, | |
&isometry, | |
&nalgebra::zero(), | |
&*shape, | |
); | |
match toi { | |
Some(t) if t < min_t => t, | |
_ => min_t, | |
} | |
}); | |
if toi != ::std::f64::MAX { | |
console_log!("toi: {}", toi); | |
} | |
let new_position = if toi > time_delta + TOI_DISTANCE_THRESHOLD { | |
player_position + player_velocity * time_delta | |
} else if toi > TOI_DISTANCE_THRESHOLD { | |
player_position + player_velocity * (toi - TOI_DISTANCE_THRESHOLD) | |
} else { | |
player_position | |
}; | |
player | |
.placeable_object_interface() | |
.set_position(new_position.into()); | |
} | |
} |
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