kinematic flag
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@ -11,7 +11,9 @@ enum entity_prop {
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ENTITY_PROP_RELEASE_AT_END_OF_FRAME,
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ENTITY_PROP_PHYSICAL,
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ENTITY_PROP_PHYSICAL_DYNAMIC,
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ENTITY_PROP_PHYSICAL_KINEMATIC,
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ENTITY_PROP_CONTACT_CONSTRAINT,
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ENTITY_PROP_MOTOR_JOINT,
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ENTITY_PROP_MOUSE_JOINT,
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@ -292,7 +294,7 @@ struct entity {
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/* ====================================================================== */
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/* Physics */
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/* ENTITY_PROP_PHYSICAL */
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/* ENTITY_PROP_PHYSICAL_DYNAMIC */
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//f32 density; /* Density in kg/m^2 */
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@ -318,6 +320,8 @@ struct entity {
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struct string sprite_span_name;
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u32 sprite_tint;
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struct string sprite_collider_slice; /* Collider will sync to bounds of this slice if set */
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struct xform sprite_local_xform; /* Sprite transform in relation to entity */
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/* ====================================================================== */
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53
src/game.c
53
src/game.c
@ -340,6 +340,7 @@ INTERNAL void spawn_test_entities(void)
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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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e->sprite_span_name = STR("idle.two_handed");
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e->sprite_collider_slice = STR("shape");
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struct xform xf = XFORM_TRS(.t = pos, .r = r, .s = size);
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//xf.bx.y = -1.f;
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@ -355,7 +356,7 @@ INTERNAL void spawn_test_entities(void)
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e->control_torque = 1000;
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e->control_force_max_speed = 4;
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entity_enable_prop(e, ENTITY_PROP_PHYSICAL);
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entity_enable_prop(e, ENTITY_PROP_PHYSICAL_DYNAMIC);
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player_ent = e;
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}
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@ -371,8 +372,9 @@ INTERNAL void spawn_test_entities(void)
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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_collider_slice = STR("shape");
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entity_enable_prop(e, ENTITY_PROP_PHYSICAL);
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entity_enable_prop(e, ENTITY_PROP_PHYSICAL_DYNAMIC);
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e->mass_unscaled = 10;
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e->inertia_unscaled = 10;
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e->linear_ground_friction = 250;
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@ -426,7 +428,7 @@ INTERNAL void create_contacts(void)
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for (u64 check0_index = 0; check0_index < store->reserved; ++check0_index) {
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struct entity *check0 = &store->entities[check0_index];
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if (!entity_is_valid_and_active(check0)) continue;
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if (!entity_has_prop(check0, ENTITY_PROP_PHYSICAL)) continue;
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if (!(entity_has_prop(check0, ENTITY_PROP_PHYSICAL_DYNAMIC) || entity_has_prop(check0, ENTITY_PROP_PHYSICAL_KINEMATIC))) continue;
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if (check0->local_collider.count <= 0) continue;
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struct xform check0_xf = entity_get_xform(check0);
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@ -436,7 +438,7 @@ INTERNAL void create_contacts(void)
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struct entity *check1 = &store->entities[check1_index];
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if (check1 == check0) continue;
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if (!entity_is_valid_and_active(check1)) continue;
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if (!entity_has_prop(check1, ENTITY_PROP_PHYSICAL)) continue;
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if (!(entity_has_prop(check1, ENTITY_PROP_PHYSICAL_DYNAMIC) || entity_has_prop(check1, ENTITY_PROP_PHYSICAL_KINEMATIC))) continue;
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if (check1->local_collider.count <= 0) continue;
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/* Deterministic entity order based on index */
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@ -529,7 +531,10 @@ INTERNAL void create_contacts(void)
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constraint_ent = entity_alloc(root);
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constraint_ent->contact_constraint_data.e1 = e1->handle;
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constraint_ent->contact_constraint_data.e0 = e0->handle;
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constraint_ent->contact_constraint_data.skip_solve = entity_has_prop(e0, ENTITY_PROP_SENSOR) || entity_has_prop(e1, ENTITY_PROP_SENSOR);
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constraint_ent->contact_constraint_data.skip_solve = entity_has_prop(e0, ENTITY_PROP_SENSOR) || entity_has_prop(e1, ENTITY_PROP_SENSOR)
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|| !(entity_has_prop(e0, ENTITY_PROP_PHYSICAL_DYNAMIC) || entity_has_prop(e1, ENTITY_PROP_PHYSICAL_DYNAMIC));
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/* TODO: Should we recalculate normal as more contact points are added? */
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entity_enable_prop(constraint_ent, ENTITY_PROP_CONTACT_CONSTRAINT);
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activate_now(constraint_ent);
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@ -660,6 +665,15 @@ INTERNAL void prepare_contacts(void)
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constraint->inv_i0 = inv_i0;
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constraint->inv_i1 = inv_i1;
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if (entity_has_prop(e0, ENTITY_PROP_PHYSICAL_KINEMATIC)) {
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constraint->inv_m0 = 0;
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constraint->inv_i0 = 0;
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}
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if (entity_has_prop(e1, ENTITY_PROP_PHYSICAL_KINEMATIC)) {
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constraint->inv_m1 = 0;
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constraint->inv_i1 = 0;
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}
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/* Update / insert returned contacts */
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for (u32 i = 0; i < num_points; ++i) {
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struct contact_point *contact = &constraint->points[i];
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@ -710,6 +724,7 @@ INTERNAL void warm_start_contacts(void)
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u32 num_points = constraint->num_points;
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struct entity *e0 = entity_from_handle(store, constraint->e0);
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struct entity *e1 = entity_from_handle(store, constraint->e1);
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if (num_points > 0 && entity_is_valid_and_active(e0) && entity_is_valid_and_active(e1) && !constraint->skip_solve) {
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struct xform e0_xf = entity_get_xform(e0);
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struct xform e1_xf = entity_get_xform(e1);
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@ -1088,7 +1103,7 @@ INTERNAL void create_mouse_joints(struct game_cmd_array game_cmds)
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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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if (!entity_has_prop(ent, ENTITY_PROP_PHYSICAL)) continue;
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if (!entity_has_prop(ent, ENTITY_PROP_PHYSICAL_DYNAMIC)) continue;
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struct collider_shape ent_collider = ent->local_collider;
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if (ent_collider.count > 0) {
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@ -1110,7 +1125,6 @@ INTERNAL void create_mouse_joints(struct game_cmd_array game_cmds)
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joint_ent = entity_alloc(root);
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joint_ent->mass_unscaled = F32_INFINITY;
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joint_ent->inertia_unscaled = F32_INFINITY;
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entity_enable_prop(joint_ent, ENTITY_PROP_PHYSICAL);
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entity_enable_prop(joint_ent, ENTITY_PROP_MOUSE_JOINT);
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entity_enable_prop(joint_ent, ENTITY_PROP_ACTIVE);
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}
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@ -1314,7 +1328,7 @@ INTERNAL void integrate_velocities_from_forces(f32 dt)
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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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if (!entity_has_prop(ent, ENTITY_PROP_PHYSICAL)) continue;
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if (!entity_has_prop(ent, ENTITY_PROP_PHYSICAL_DYNAMIC) && !entity_has_prop(ent, ENTITY_PROP_PHYSICAL_KINEMATIC)) continue;
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struct xform xf = entity_get_xform(ent);
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f32 det_abs = math_fabs(xform_get_determinant(xf));
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@ -1342,7 +1356,7 @@ INTERNAL void integrate_positions_from_velocities(f32 dt)
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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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if (!entity_has_prop(ent, ENTITY_PROP_PHYSICAL)) continue;
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if (!entity_has_prop(ent, ENTITY_PROP_PHYSICAL_DYNAMIC) && !entity_has_prop(ent, ENTITY_PROP_PHYSICAL_KINEMATIC)) continue;
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/* Clamp velocities */
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ent->linear_velocity = v2_clamp_len(ent->linear_velocity, GAME_MAX_LINEAR_VELOCITY);
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@ -1565,8 +1579,8 @@ INTERNAL void game_update(struct game_cmd_array game_cmds)
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ent->sprite_local_xform = xf;
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}
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/* Update collider */
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{
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/* Update collider from sprite */
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if (ent->sprite_collider_slice.len > 0) {
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struct xform cxf = ent->sprite_local_xform;
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#if 0
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@ -1576,7 +1590,7 @@ INTERNAL void game_update(struct game_cmd_array game_cmds)
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}
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#endif
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struct sprite_sheet_slice slice = sprite_sheet_get_slice(sheet, STR("shape"), ent->animation_frame);
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struct sprite_sheet_slice slice = sprite_sheet_get_slice(sheet, ent->sprite_collider_slice, ent->animation_frame);
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ent->local_collider = collider_from_quad(xform_mul_quad(cxf, quad_from_rect(slice.rect)));
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#if 1
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@ -1803,6 +1817,7 @@ INTERNAL void game_update(struct game_cmd_array game_cmds)
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//bullet->bullet_impulse = 1.f;
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bullet->mass_unscaled = 0.04f;
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bullet->inertia_unscaled = 0.00001f;
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bullet->sprite_collider_slice = STR("shape");
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entity_enable_prop(bullet, ENTITY_PROP_BULLET);
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entity_enable_prop(bullet, ENTITY_PROP_SENSOR);
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@ -1836,7 +1851,6 @@ INTERNAL void game_update(struct game_cmd_array game_cmds)
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joint_ent = entity_alloc(root);
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joint_ent->mass_unscaled = F32_INFINITY;
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joint_ent->inertia_unscaled = F32_INFINITY;
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entity_enable_prop(joint_ent, ENTITY_PROP_PHYSICAL);
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entity_enable_prop(joint_ent, ENTITY_PROP_MOTOR_JOINT);
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entity_enable_prop(joint_ent, ENTITY_PROP_ACTIVE);
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ent->move_joint = joint_ent->handle;
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@ -1875,7 +1889,7 @@ INTERNAL void game_update(struct game_cmd_array game_cmds)
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joint_ent = entity_alloc(root);
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joint_ent->mass_unscaled = F32_INFINITY;
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joint_ent->inertia_unscaled = F32_INFINITY;
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entity_enable_prop(joint_ent, ENTITY_PROP_PHYSICAL);
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entity_enable_prop(joint_ent, ENTITY_PROP_PHYSICAL_KINEMATIC); /* Since we'll be setting velocity */
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entity_enable_prop(joint_ent, ENTITY_PROP_MOTOR_JOINT);
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entity_enable_prop(joint_ent, ENTITY_PROP_ACTIVE);
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ent->aim_joint = joint_ent->handle;
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@ -1953,7 +1967,7 @@ INTERNAL void game_update(struct game_cmd_array game_cmds)
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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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if (!entity_has_prop(ent, ENTITY_PROP_PHYSICAL)) continue;
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if (!entity_has_prop(ent, ENTITY_PROP_PHYSICAL_DYNAMIC)) continue;
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struct entity *joint_ent = entity_from_handle(store, ent->ground_friction_joint);
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@ -1966,7 +1980,6 @@ INTERNAL void game_update(struct game_cmd_array game_cmds)
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if (joint_ent->motor_joint_data.max_force != def.max_force || joint_ent->motor_joint_data.max_torque != def.max_torque) {
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if (!entity_is_valid_and_active(joint_ent)) {
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joint_ent = entity_alloc(root);
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entity_enable_prop(joint_ent, ENTITY_PROP_PHYSICAL);
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entity_enable_prop(joint_ent, ENTITY_PROP_MOTOR_JOINT);
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entity_enable_prop(joint_ent, ENTITY_PROP_ACTIVE);
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joint_ent->motor_joint_data = motor_joint_from_def(def);
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@ -2052,8 +2065,6 @@ INTERNAL void game_update(struct game_cmd_array game_cmds)
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(UNUSED)target;
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entity_enable_prop(bullet, ENTITY_PROP_RELEASE_AT_END_OF_FRAME);
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/* Create test blood */
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/* TODO: Remove this */
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{
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@ -2061,6 +2072,10 @@ INTERNAL void game_update(struct game_cmd_array game_cmds)
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struct entity *decal = entity_alloc(root);
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decal->sprite = sprite_tag_from_path(STR("res/graphics/blood.ase"));
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entity_set_xform(decal, xf);
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entity_enable_prop(decal, ENTITY_PROP_PHYSICAL_KINEMATIC);
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decal->linear_velocity = v2_mul(v2_norm(event->normal), 0.5f);
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decal->angular_velocity = ((f32)sys_rand_u32() / (f32)U32_MAX);
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}
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}
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}
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@ -2086,7 +2101,7 @@ INTERNAL void game_update(struct game_cmd_array game_cmds)
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struct xform xf = XFORM_TRS(.t = pos, .r = v2_angle(impulse) + PI / 2);
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entity_set_xform(ent, xf);
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entity_enable_prop(ent, ENTITY_PROP_PHYSICAL);
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entity_enable_prop(ent, ENTITY_PROP_PHYSICAL_KINEMATIC);
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entity_apply_linear_impulse_to_center(ent, impulse);
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}
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@ -967,7 +967,7 @@ INTERNAL void user_update(void)
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}
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#endif
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if (entity_has_prop(ent, ENTITY_PROP_PHYSICAL)) {
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if (entity_has_prop(ent, ENTITY_PROP_PHYSICAL_DYNAMIC)) {
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debug_draw_movement(ent);
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}
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@ -1034,7 +1034,7 @@ INTERNAL void user_update(void)
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#endif
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/* Draw collider */
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if (entity_has_prop(ent, ENTITY_PROP_PHYSICAL)) {
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if (entity_has_prop(ent, ENTITY_PROP_PHYSICAL_DYNAMIC)) {
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struct collider_shape collider = ent->local_collider;
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u32 color = ent->colliding > 0 ? RGBA_32_F(1, 1, 1, 0.5) : RGBA_32_F(1, 1, 0, 0.25);
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f32 thickness = 2;
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