take mass to account when applying impulse

This commit is contained in:
jacob 2024-08-19 19:45:12 -05:00
parent 10c9c833ba
commit 9a2ec4ebe4

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@ -589,7 +589,8 @@ INTERNAL void game_update(struct game_cmd_array game_cmds)
/* Apply impulses */
for (struct entity *child = entity_from_handle(store, ent->first); child->valid; child = entity_from_handle(store, child->next)) {
if (entity_has_prop(child, ENTITY_PROP_IMPULSE)) {
acceleration = v2_add(acceleration, child->impulse);
struct v2 impulse_acceleration = v2_div(child->impulse, mass);
acceleration = v2_add(acceleration, impulse_acceleration);
entity_enable_prop(child, ENTITY_PROP_RELEASE);
}
}