small tweak
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parent
bd237e211b
commit
17f7e3daaa
11
src/game.c
11
src/game.c
@ -598,17 +598,14 @@ INTERNAL void game_update(struct game_cmd_array game_cmds)
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struct xform xf = entity_get_xform(ent);
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struct xform xf = entity_get_xform(ent);
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f32 mass = ent->mass_unscaled * xform_get_determinant(xf);
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f32 mass = ent->mass_unscaled * xform_get_determinant(xf);
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/* Apply forces and impulses */
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/* Determine acceleration from forces and impulses */
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struct v2 acceleration = V2(0, 0);
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struct v2 acceleration = V2(0, 0);
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for (struct entity *child = entity_from_handle(store, ent->first); child->valid; child = entity_from_handle(store, child->next)) {
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for (struct entity *child = entity_from_handle(store, ent->first); child->valid; child = entity_from_handle(store, child->next)) {
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b32 is_force = entity_has_prop(child, ENTITY_PROP_FORCE);
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if (entity_has_prop(child, ENTITY_PROP_IMPULSE)) {
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b32 is_impulse = entity_has_prop(child, ENTITY_PROP_IMPULSE);
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if (is_force || is_impulse) {
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if (is_impulse) {
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acceleration = v2_add(acceleration, child->force);
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acceleration = v2_add(acceleration, child->force);
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} else {
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entity_enable_prop(child, ENTITY_PROP_RELEASE);
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} else if (entity_has_prop(child, ENTITY_PROP_FORCE)) {
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acceleration = v2_add(acceleration, v2_mul(child->force, dt));
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acceleration = v2_add(acceleration, v2_mul(child->force, dt));
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}
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entity_enable_prop(child, ENTITY_PROP_RELEASE);
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entity_enable_prop(child, ENTITY_PROP_RELEASE);
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}
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}
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}
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}
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