specify control torque in turns / second
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5dde85a04a
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161e615aa7
@ -45,7 +45,7 @@
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#define GAME_PLAYER_AIM 1
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#define GAME_MAX_LINEAR_VELOCITY 100
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#define GAME_MAX_ANGULAR_VELOCITY ((2 * PI) * 20)
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#define GAME_MAX_ANGULAR_VELOCITY (TAU * 20)
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/* How many ticks back in time should the user blend between?
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* <Delay ms> = <USER_INTERP_OFFSET_TICK_RATIO> * <Game tick rate>
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@ -305,7 +305,7 @@ void entity_set_local_xform(struct entity *ent, struct xform xf)
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}
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/* ========================== *
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* Impulse
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* Movement
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* ========================== */
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void entity_apply_linear_impulse(struct entity *ent, struct v2 impulse, struct v2 point)
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@ -222,7 +222,7 @@ struct entity {
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/* Control */
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f32 control_force; /* How much force is applied to achieve desired control movement */
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f32 control_torque; /* How much torque is applied to achieve desired control focus */
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f32 control_turn_speed; /* Turn speed in turns / second */
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struct {
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struct v2 move;
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struct v2 focus;
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@ -404,7 +404,7 @@ struct xform entity_get_local_xform(struct entity *ent);
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void entity_set_xform(struct entity *ent, struct xform xf);
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void entity_set_local_xform(struct entity *ent, struct xform xf);
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/* Impulse */
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/* Movement */
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void entity_apply_linear_impulse(struct entity *ent, struct v2 impulse, struct v2 world_point);
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void entity_apply_force(struct entity *ent, struct v2 impulse, struct v2 world_point);
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void entity_apply_linear_impulse_to_center(struct entity *ent, struct v2 impulse);
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47
src/game.c
47
src/game.c
@ -150,10 +150,10 @@ INTERNAL void spawn_test_entities(f32 offset)
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pos = v2_add(pos, V2(0, offset_all));
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//struct v2 size = V2(1, 1);
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struct v2 size = V2(0.25, 0.25);
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//struct v2 size = V2(0.25, 0.25);
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//struct v2 size = V2(0.5, 0.5);
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//struct v2 size = V2(0.5, 0.25);
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//struct v2 size = V2(1.0, 1.0);
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struct v2 size = V2(1.0, 1.0);
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//struct v2 size = V2(1.5, 1.5);
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//f32 r = PI;
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f32 r = PI / 4;
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@ -168,8 +168,8 @@ INTERNAL void spawn_test_entities(f32 offset)
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entity_set_xform(e, xf);
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//e->sprite = sprite_tag_from_path(STR("res/graphics/tim.ase"));
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e->sprite = sprite_tag_from_path(STR("res/graphics/box.ase"));
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e->sprite = sprite_tag_from_path(STR("res/graphics/tim.ase"));
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//e->sprite = sprite_tag_from_path(STR("res/graphics/box.ase"));
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//e->sprite = sprite_tag_from_path(STR("res/graphics/box_rounded.ase"));
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//e->sprite_span_name = STR("idle.unarmed");
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//e->sprite_span_name = STR("idle.one_handed");
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@ -184,13 +184,13 @@ INTERNAL void spawn_test_entities(f32 offset)
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//e->control_force = 5000;
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e->control_force = 250;
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#endif
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e->control_torque = 500;
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e->control_turn_speed = 10;
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e->control.focus = V2(0, -1);
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entity_enable_prop(e, ENTITY_PROP_PHYSICAL);
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e->mass_unscaled = 50;
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//e->inertia_unscaled = F32_INFINITY;
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e->inertia_unscaled = 25;
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e->inertia_unscaled = 100;
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e->linear_ground_friction = 200;
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e->angular_ground_friction = 100;
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@ -1487,20 +1487,6 @@ INTERNAL void game_update(struct game_cmd_array game_cmds)
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* Create forces from control move
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* ========================== */
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#if 0
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for (u64 entity_index = 0; entity_index < store->reserved; ++entity_index) {
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struct entity *ent = &store->entities[entity_index];
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if (!entity_is_valid_and_active(ent)) continue;
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struct v2 move = ent->control.move;
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if (entity_has_prop(ent, ENTITY_PROP_PLAYER_CONTROLLED)) {
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struct entity *f = entity_alloc(ent);
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entity_enable_prop(f, ENTITY_PROP_FORCE);
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f->force = v2_mul(move, ent->control_force);
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activate_now(f);
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}
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}
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#else
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for (u64 entity_index = 0; entity_index < store->reserved; ++entity_index) {
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struct entity *ent = &store->entities[entity_index];
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if (!entity_is_valid_and_active(ent)) continue;
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@ -1511,7 +1497,6 @@ INTERNAL void game_update(struct game_cmd_array game_cmds)
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entity_apply_force_to_center(ent, force);
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}
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}
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#endif
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/* ========================== *
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* Create forces from control focus (aim)
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@ -1537,11 +1522,22 @@ INTERNAL void game_update(struct game_cmd_array game_cmds)
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struct motor_joint_def def = ZI;
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def.e0 = joint_ent->handle; /* Re-using joint entity as e0 */
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def.e1 = ent->handle;
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def.correction_rate = 1.0;
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def.correction_rate = 0.2;
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def.max_force = 0;
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def.max_torque = ent->control_torque;
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//def.max_torque = ent->control_torque;
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joint_ent->motor_joint_data = motor_joint_from_def(def);
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ent->aim_joint = joint_ent->handle;
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joint_ent->mass_unscaled = F32_INFINITY;
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joint_ent->inertia_unscaled = F32_INFINITY;
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}
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{
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/* TODO: Why is 25 working here? */
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f32 inertia_scaled = ent->inertia_unscaled * math_fabs(xform_get_determinant(xf));
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joint_ent->motor_joint_data.max_torque = (25 * PI * inertia_scaled) * ent->control_turn_speed;
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}
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/* Solve for final angle using law of sines */
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@ -1587,15 +1583,16 @@ INTERNAL void game_update(struct game_cmd_array game_cmds)
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new_angle = math_unwind_angle(v2_angle_from_dirs(V2(0, -1), v2_sub(focus_pos, ent_pos)) + final_ent_angle_btw_focus_and_hold - forward_hold_angle_offset);
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}
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joint_ent->angular_velocity = 0;
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f32 new_vel = 0;
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if (!F32_IS_NAN(new_angle)) {
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const f32 angle_error_allowed = 0.001;
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struct xform joint_xf = entity_get_xform(joint_ent);
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f32 diff = math_unwind_angle(new_angle - xform_get_rotation(joint_xf));
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if (math_fabs(diff) > angle_error_allowed) {
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joint_ent->angular_velocity = diff / dt;
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new_vel = diff / dt;
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}
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}
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joint_ent->angular_velocity = new_vel;
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}
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}
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#endif
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@ -496,7 +496,7 @@ INTERNAL void user_update(void)
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}
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e->control_force = math_lerp(e0->control_force, e1->control_force, tick_blend);
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e->control_torque = math_lerp(e0->control_torque, e1->control_torque, tick_blend);
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e->control_turn_speed = math_lerp(e0->control_turn_speed, e1->control_turn_speed, tick_blend);
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e->linear_velocity = v2_lerp(e0->linear_velocity, e1->linear_velocity, tick_blend);
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e->angular_velocity = math_lerp(e0->angular_velocity, e1->angular_velocity, tick_blend);
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