refactor: minor code refactor so it looks slightly better
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8c88cf9cac
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742dc85414
@ -83,9 +83,9 @@ impl Boid for Boid2D {
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#[inline(always)]
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fn apply_force(&mut self, force: Vec3) {
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self.vel += force.xy();
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let new_vel = self.vel.clamp_length_max(self.props.max_speed);
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self.vel = new_vel;
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self.base_mut().translate(Vector2::new(new_vel.x, new_vel.y));
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self.vel = self.vel.clamp_length_max(self.props.max_speed);
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let force_to_apply = Vector2::new(self.vel.x, self.vel.y);
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self.base_mut().translate(force_to_apply);
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}
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#[inline(always)]
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@ -82,10 +82,9 @@ impl Boid for Boid3D {
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#[inline(always)]
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fn apply_force(&mut self, force: Vec3) {
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self.vel += force;
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let new_vel = self.vel.clamp_length_max(self.props.max_speed);
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self.vel = new_vel;
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self.base_mut()
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.translate(Vector3::new(new_vel.x, new_vel.y, new_vel.z));
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self.vel = self.vel.clamp_length_max(self.props.max_speed);
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let force_to_apply = Vector3::new(self.vel.x, self.vel.y, self.vel.z);
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self.base_mut().translate(force_to_apply);
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}
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#[inline(always)]
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@ -28,4 +28,4 @@ pub struct BoidProperties {
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#[init(val = 0.8)]
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/// How much to follow a flock target (if there is one).
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pub targeting: f32,
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}
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}
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@ -16,4 +16,4 @@ pub struct FlockProperties {
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#[init(val = 2500.0)]
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/// Distance (squared) to apply cohesion force between boids in a flock.
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pub goal_cohesion: f32,
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}
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}
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