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<TaskerData sr="" dvi="1" tv="4.2u3m"> | |
<Task sr="task29"> | |
<cdate>1390938448937</cdate> | |
<edate>1390951832560</edate> | |
<id>29</id> | |
<nme>Set Brightness</nme> | |
<pri>10</pri> | |
<Action sr="act0" ve="3"> | |
<code>417</code> | |
<Str sr="arg0" ve="3">backlight.cfg</Str> |
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[wocky@XMPPwocky rustcrap]$ rustc -g -L . -o libplugin.so plugin.rs; rustc main.rs -L . -g -C prefer-dynamic | |
[wocky@XMPPwocky rustcrap]$ ./main | |
Got: 1024 | |
Segmentation fault (core dumped) |
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fn gameloop() { | |
use shared::component::ComponentStore; | |
let mut entities = ComponentStore::new(); | |
let mut renderables = ComponentStore::new(); | |
let mut physicals = ComponentStore::new(); | |
let ent = EntityComponent::new(&mut entities, Point3::new(0.0, 0.01, 0.0), Rotation3::from_euler(cgmath::rad(0.), cgmath::rad(0.), cgmath::rad(0.))); | |
renderables.add(RenderComponent { entity: ent }); | |
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pub fn apply_update<Component, MarshalledComponent, UpdatesIter: Iterator<ComponentUpdate<MarshalledComponent>>>( | |
mut updates: UpdatesIter, | |
hdict: &mut HashMap<RawComponentHandle, ComponentHandle<Component>>, | |
store: &mut ComponentStore<Component>, | |
unmarshaller: |MarshalledComponent, ComponentHandle<Component>| -> Component, | |
inserter: |MarshalledComponent, &mut ComponentStore<Component>| -> ComponentHandle<Component>) | |
{ | |
for update in updates { | |
match update.data { | |
Change(comp) => match hdict.find_copy(&update.target) { |
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pub fn apply_update<Component, MarshalledComponent, UpdatesIter: Iterator<ComponentUpdate<MarshalledComponent>>>( | |
mut updates: UpdatesIter, | |
hdict: &mut HashMap<RawComponentHandle, ComponentHandle<Component>>, | |
store: &mut ComponentStore<Component>, | |
unmarshaller: |MarshalledComponent, ComponentHandle<Component>| -> Component, | |
inserter: |MarshalledComponent, &mut ComponentStore<Component>| -> ComponentHandle<Component>) | |
{ | |
for update in updates { | |
match update.data { | |
Change(comp) => match hdict.find_copy(&update.target) { |
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For the world: BSP for collision | |
For the world: BSP of visibility regions | |
For each visleaf: Mesh for rendering | |
For each player: From the network: position, rotation, animation information, and history of that for interpolation | |
For local player: Predicted locally: position, rotation, animation information | |
For each player: AABB |
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struct Base<T: Derived> { | |
x: u32, | |
derived: T | |
} | |
trait Derived { | |
fn foo_the_bars(&mut self, base: &mut Base) -> u32; | |
} |
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broadphase: ncollide::broad_phase::DBVTBroadPhase< | |
f32, | |
na::Pnt3<f32>, | |
na::Vec3<f32>, | |
Box<Shape>, | |
ncollide::bounding_volume::AABB<na::Pnt3<f32>>, | |
ncollide::broad_phase::NoIdDispatcher<ncollide::bounding_volume::AABB<na::Pnt3<f32>>>, | |
> |
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#[test] | |
fn foo() { | |
let mut world = World::new(); | |
let b1 = Rc::new(RefCell::new(Body::Static { | |
shape: box ncollide::shape::Ball::new(1.0), | |
transform: na::Iso3::new(na::zero(), na::zero()) | |
})); | |
world.add(b1.clone()); |
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let mut world = World::new(); | |
let b1 = Shared::new(Body::Static { | |
shape: box ncollide::shape::Ball::new(0.5), | |
transform: na::Iso3::new(na::zero(), na::zero()) | |
}); | |
world.add(b1.clone()); | |
let b2 = Shared::new(Body::Static { | |
shape: box ncollide::shape::Ball::new(0.5), | |
transform: na::Iso3::new(na::Vec3::new(0.0, 10.0, 0.0), na::zero()) |
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