pub fn new_out_of_sync(
        position: CompositePosition3,
        velocity: &CompositeVelocity3,
        dt: Float,
    ) -> Self {
        let current = position;
        let previous = velocity.integrate(&current, -dt);
        Self { current, previous }
    }
/// Create a new position "out of sync" with the current frame. Useful when responding to
/// input/performing spawning actions at a different rate/with nonzero remaining dt with respect
/// to the physics timestep. This will spawn the entity at the position specified but with the
/// *previous* position set to the current integration integrated by `velocity * -dt` (back by
/// one step), so that it ends up being rendered at the correct spot.
Create a new position "out of sync" with the current frame. Useful when responding to
input/performing spawning actions at a different rate/with nonzero remaining dt with respect
to the physics timestep. This will spawn the entity at the position specified but with the
previous* position set to the current integration integrated by `velocity * -dt` (back by
one step), so that it ends up being rendered at the correct spot.
Create a new position " out of sync " with the current frame . Useful when responding to input / performing spawning actions at a different rate / with nonzero remaining dt with respect to the physics timestep . This will spawn the entity at the position specified but with the previous * position set to the current integration integrated by ` velocity * - dt ` ( back by one step ) so that it ends up being rendered at the correct spot .
pub fn new_out_of_sync(
        position: CompositePosition3,
        velocity: &CompositeVelocity3,
        dt: Float,
    ) -> Self {
        let current = position;
        let previous = velocity.integrate(&current, -dt);
        Self { current, previous }
    }
pub fn new_out_of_sync ( position : CompositePosition3 , velocity : & CompositeVelocity3 , dt : Float , ) -> Self { let current = position ; let previous = velocity . integrate ( & current , - dt ) ; Self { current , previous } }
Create a new position "out of sync" with the current frame.
Create a new position " out of sync " with the current frame .
position
CompositePosition3
velocity
&CompositeVelocity3
dt
Float
position
CompositePosition3
velocity
&CompositeVelocity3
dt
Float