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@ -22,19 +22,19 @@ impl<'a> Collision<'a> {
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pub fn gen_bvt(mut self, entity_state: &'a EntState<'a>) {
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pub fn gen_bvt(mut self, entity_state: &'a EntState<'a>) {
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let mut dynamic_sprites: Box<Vec<(&'a Sprite<'a>, AABB<f64>)>> = Box::new(Vec::new());
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// let mut dynamic_sprites: Vec<(&'a Sprite<'a>, AABB<f64>)>= (Vec::new());
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{
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// {
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let vec = entity_state.dynamic_entities.borrow();
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// let vec = entity_state.dynamic_entities.borrow();
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for i in vec.iter() {
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// for i in vec.iter() {
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let bounds = i.global_bounds();
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// let bounds = i.global_bounds();
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let pos = i.position();
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// let pos = i.position();
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let volume = bounding_volume::AABB::new(na::Point2::new(pos.x as f64, pos.y as f64),
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// let volume = bounding_volume::AABB::new(na::Point2::new(pos.x as f64, pos.y as f64),
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na::Point2::new((pos.x + bounds.width) as f64, (pos.y + bounds.width) as f64));
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// na::Point2::new((pos.x + bounds.width) as f64, (pos.y + bounds.width) as f64));
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//
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dynamic_sprites.push((i, volume));
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// dynamic_sprites.push((i, volume));
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}
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// }
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}
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// }
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self.dynamic_bvh = Some(BVT::new_balanced(dynamic_sprites));
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// self.dynamic_bvh = Some(BVT::new_balanced(dynamic_sprites));
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// let mut static_sprites: Vec<(&Sprite, AABB<f64>)> = Vec::new();
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// let mut static_sprites: Vec<(&Sprite, AABB<f64>)> = Vec::new();
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// {
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// {
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