diff --git a/common/systems/src/phys.rs b/common/systems/src/phys.rs index 0b91aaadab..0a941be274 100644 --- a/common/systems/src/phys.rs +++ b/common/systems/src/phys.rs @@ -866,7 +866,6 @@ impl<'a> PhysicsData<'a> { // Oddities can occur on the intersection between multiple // colliders, but it's not like any game physics system // resolves these sort of things well anyway. - // // At the very least, we don't do things that result in glitchy // velocities or entirely broken position snapping. let mut tgt_pos = pos.0 + pos_delta; diff --git a/voxygen/src/scene/debug.rs b/voxygen/src/scene/debug.rs index f9042615b9..747e80c364 100644 --- a/voxygen/src/scene/debug.rs +++ b/voxygen/src/scene/debug.rs @@ -23,7 +23,7 @@ pub enum DebugShape { impl DebugShape { pub fn mesh(&self) -> Mesh { - use core::f32::consts::PI; + use core::f32::consts::{PI, TAU}; let mut mesh = Mesh::new(); let tri = |x: Vec3, y: Vec3, z: Vec3| { Tri::::new(x.into(), y.into(), z.into()) @@ -42,8 +42,7 @@ impl DebugShape { for i in 0..SUBDIVISIONS { // dot on circle edge let to = |n: u8| { - const FULL: f32 = 2.0 * PI; - let angle = FULL * f32::from(n) / f32::from(SUBDIVISIONS); + let angle = TAU * f32::from(n) / f32::from(SUBDIVISIONS); Vec3::new(radius * angle.cos(), radius * angle.sin(), 0.0) }; @@ -80,8 +79,7 @@ impl DebugShape { for i in from..to { // dot on circle edge let to = |n: u8| { - const FULL: f32 = 2.0 * PI; - let angle = offset + FULL * f32::from(n) / f32::from(TOTAL); + let angle = offset + TAU * f32::from(n) / f32::from(TOTAL); let (x, y) = (radius * angle.cos(), radius * angle.sin()); let to_edge = Vec3::new(x, y, 0.0);