re-enable collisions

This commit is contained in:
jacob 2024-10-09 17:17:57 -05:00
parent f22aec28bb
commit 1eac05e8f1

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@ -166,61 +166,6 @@ INTERNAL void spawn_test_entities(f32 offset)
entity_enable_prop(e, ENTITY_PROP_PLAYER_CONTROLLED); entity_enable_prop(e, ENTITY_PROP_PLAYER_CONTROLLED);
//e->control_force = 4500; //e->control_force = 4500;
e->control_force = 1200;
//e->control_force = 250;
e->control_torque = 10;
e->control.focus = V2(0, -1);
entity_enable_prop(e, ENTITY_PROP_PHYSICAL);
e->mass_unscaled = 100;
//e->inertia_unscaled = F32_INFINITY;
e->inertia_unscaled = 25;
e->linear_ground_friction = 1000;
e->angular_ground_friction = 100;
//entity_enable_prop(e, ENTITY_PROP_TEST);
player_ent = e;
}
{
//struct v2 pos = V2(0.25, -10);
//struct v2 pos = V2(0.25, -7);
//struct v2 pos = V2(0.25, -5.27);
//struct v2 pos = V2(0.85, -2);
struct v2 pos = V2(0.25, -2);
//struct v2 pos = V2(1.1230469346046448864129274625156, -1); /* Touching right side of box */
//struct v2 pos = V2(1.1230469346046448864129274625156 - 0.0001, -1); /* Touching right side of box */
//struct v2 pos = V2(0.374142020941, -0.246118023992); /* Touching glitch spot */
pos = v2_add(pos, V2(0, offset));
pos = v2_add(pos, V2(0, offset_all));
//struct v2 size = V2(1, 1);
struct v2 size = V2(0.5, 0.5);
//f32 r = PI;
//f32 r = PI / 4;
//f32 r = PI / 3;
//f32 r = 0.05;
//f32 r = PI / 2;
f32 r = 0;
//f32 skew = PI / 4;
f32 skew = 0;
struct entity *e = entity_alloc(root);
struct xform xf = XFORM_TRS(.t = pos, .r = r, .s = size);
xf = xform_skewed_to(xf, skew);
entity_set_xform(e, xf);
//e->sprite = sprite_tag_from_path(STR("res/graphics/tim.ase"));
e->sprite = sprite_tag_from_path(STR("res/graphics/box.ase"));
//e->sprite_span_name = STR("idle.unarmed");
//e->sprite_span_name = STR("idle.one_handed");
e->sprite_span_name = STR("idle.two_handed");
//entity_enable_prop(e, ENTITY_PROP_PLAYER_CONTROLLED);
//e->control_force = 4500;
//e->control_force = 1200; //e->control_force = 1200;
e->control_force = 250; e->control_force = 250;
e->control_torque = 10; e->control_torque = 10;
@ -234,6 +179,8 @@ INTERNAL void spawn_test_entities(f32 offset)
e->angular_ground_friction = 100; e->angular_ground_friction = 100;
//entity_enable_prop(e, ENTITY_PROP_TEST); //entity_enable_prop(e, ENTITY_PROP_TEST);
player_ent = e;
} }
/* Weapon */ /* Weapon */
@ -259,7 +206,7 @@ INTERNAL void spawn_test_entities(f32 offset)
} }
/* Box */ /* Box */
#if 0 #if 1
if (!G.first_spawn) { if (!G.first_spawn) {
struct v2 pos = V2(0.5, -1); struct v2 pos = V2(0.5, -1);
//struct v2 pos = V2(0.5, 29); //struct v2 pos = V2(0.5, 29);
@ -628,7 +575,7 @@ INTERNAL struct soft_result make_soft(f32 hertz, f32 zeta, f32 h)
INTERNAL void solve_collisions(f32 dt, b32 apply_bias) INTERNAL void solve_collisions(f32 dt, b32 apply_bias)
{ {
#if 0 #if 1
struct entity_store *store = G.tick.entity_store; struct entity_store *store = G.tick.entity_store;
for (u64 entity_index = 0; entity_index < store->reserved; ++entity_index) { for (u64 entity_index = 0; entity_index < store->reserved; ++entity_index) {
struct entity *manifold = &store->entities[entity_index]; struct entity *manifold = &store->entities[entity_index];
@ -1010,6 +957,7 @@ INTERNAL void game_update(struct game_cmd_array game_cmds)
struct sprite_sheet_slice slice = sprite_sheet_get_slice(sheet, STR("shape"), ent->animation_frame); struct sprite_sheet_slice slice = sprite_sheet_get_slice(sheet, STR("shape"), ent->animation_frame);
ent->local_collider = collider_from_quad(xform_mul_quad(ent->sprite_local_xform, quad_from_rect(slice.rect))); ent->local_collider = collider_from_quad(xform_mul_quad(ent->sprite_local_xform, quad_from_rect(slice.rect)));
#if 0
//if (entity_has_prop(ent, ENTITY_PROP_PLAYER_CONTROLLED)) { //if (entity_has_prop(ent, ENTITY_PROP_PLAYER_CONTROLLED)) {
if ((true)) { if ((true)) {
#if 0 #if 0
@ -1031,6 +979,7 @@ INTERNAL void game_update(struct game_cmd_array game_cmds)
ent->local_collider.radius = 0.25; ent->local_collider.radius = 0.25;
#endif #endif
} }
#endif
} }
} }
@ -1420,7 +1369,7 @@ INTERNAL void game_update(struct game_cmd_array game_cmds)
* Create ground friction force (gravity) * Create ground friction force (gravity)
* ========================== */ * ========================== */
#if 1 #if 0
/* TODO: Do this globally rather than creating entities for constant forces */ /* TODO: Do this globally rather than creating entities for constant forces */
for (u64 entity_index = 0; entity_index < store->reserved; ++entity_index) { for (u64 entity_index = 0; entity_index < store->reserved; ++entity_index) {
struct entity *ent = &store->entities[entity_index]; struct entity *ent = &store->entities[entity_index];
@ -1496,7 +1445,7 @@ INTERNAL void game_update(struct game_cmd_array game_cmds)
#endif #endif
solve_collisions(substep_dt, true); solve_collisions(substep_dt, true);
integrate_positions_from_velocities(substep_dt); integrate_positions_from_velocities(substep_dt);
//solve_collisions(substep_dt, false); /* Relaxation */ solve_collisions(substep_dt, false); /* Relaxation */
} }
} }
#else #else