hit event testing

This commit is contained in:
jacob 2024-12-16 12:23:58 -06:00
parent 152656fbc5
commit bac3256d1e
3 changed files with 129 additions and 21 deletions

BIN
res/graphics/blood.ase (Stored with Git LFS) Normal file

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@ -15,6 +15,9 @@ enum entity_prop {
ENTITY_PROP_CONTACT_CONSTRAINT, ENTITY_PROP_CONTACT_CONSTRAINT,
ENTITY_PROP_MOTOR_JOINT, ENTITY_PROP_MOTOR_JOINT,
ENTITY_PROP_MOUSE_JOINT, ENTITY_PROP_MOUSE_JOINT,
ENTITY_PROP_SENSOR,
ENTITY_PROP_HIT_EVENT,
ENTITY_PROP_PLAYER_CONTROLLED, ENTITY_PROP_PLAYER_CONTROLLED,
ENTITY_PROP_CAMERA, ENTITY_PROP_CAMERA,
@ -80,6 +83,7 @@ struct contact_point {
struct contact_constraint { struct contact_constraint {
u64 last_updated_tick; /* To avoid checking collisions for the same constraint twice in one tick */ u64 last_updated_tick; /* To avoid checking collisions for the same constraint twice in one tick */
b32 skip_solve;
struct entity_handle e0; struct entity_handle e0;
struct entity_handle e1; struct entity_handle e1;
f32 inv_m0; f32 inv_m0;
@ -173,6 +177,16 @@ struct mouse_joint {
struct hit_event {
struct entity_handle e0;
struct entity_handle e1;
struct v2 point;
struct v2 normal;
struct v2 vrel; /* Relative velocity */
};
@ -235,6 +249,11 @@ struct entity {
/* ENTITY_PROP_MOUSE_JOINT */ /* ENTITY_PROP_MOUSE_JOINT */
struct mouse_joint mouse_joint_data; struct mouse_joint mouse_joint_data;
/* ====================================================================== */
/* Hit event */
struct hit_event hit_event;
@ -263,8 +282,8 @@ struct entity {
f32 control_torque; /* How much torque is applied when turning towards desired focus */ f32 control_torque; /* How much torque is applied when turning towards desired focus */
struct { struct {
struct v2 move; struct v2 move; /* Movement direction vector (speed of 0 -> 1) */
struct v2 focus; struct v2 focus; /* Focus direction vector (where should the entity look) */
} control; } control;
struct entity_handle move_joint; struct entity_handle move_joint;

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@ -360,6 +360,25 @@ INTERNAL void spawn_test_entities(void)
player_ent = e; player_ent = e;
} }
/* Enemy */
{
struct entity *e = entity_alloc(root);
struct v2 pos = V2(1, -2);
f32 r = 0;
struct v2 size = V2(1, 1);
struct xform xf = XFORM_TRS(.t = pos, .r = r, .s = size);
entity_set_xform(e, xf);
e->sprite = sprite_tag_from_path(STR("res/graphics/tim.ase"));
entity_enable_prop(e, ENTITY_PROP_PHYSICAL);
e->mass_unscaled = 10;
e->inertia_unscaled = 10;
e->linear_ground_friction = 250;
e->angular_ground_friction = 200;
}
/* Player weapon */ /* Player weapon */
if (player_ent->valid) { if (player_ent->valid) {
struct entity *e = entity_alloc(player_ent); struct entity *e = entity_alloc(player_ent);
@ -395,15 +414,6 @@ INTERNAL void spawn_test_entities(void)
/* ========================== * /* ========================== *
* TESTING CONTACT CONSTRAINT * TESTING CONTACT CONSTRAINT
* ========================== */ * ========================== */
@ -481,9 +491,45 @@ INTERNAL void create_contacts(void)
if (collider_res.num_points > 0) { if (collider_res.num_points > 0) {
if (!entity_is_valid_and_active(constraint_ent)) { if (!entity_is_valid_and_active(constraint_ent)) {
/* Create hit event */
{
struct entity *event = entity_alloc(root);
entity_enable_prop(event, ENTITY_PROP_HIT_EVENT);
event->hit_event.e0 = e0->handle;
event->hit_event.e1 = e1->handle;
event->hit_event.normal = collider_res.normal;
entity_enable_prop(event, ENTITY_PROP_RELEASE_AT_END_OF_FRAME);
entity_enable_prop(event, ENTITY_PROP_ACTIVE);
/* Calculate point */
struct v2 point = collider_res.points[0].point;
if (collider_res.num_points > 1) {
point = v2_add(point, v2_mul(v2_sub(collider_res.points[1].point, point), 0.5f));
}
event->hit_event.point = point;
/* Calculate relative velocity */
struct v2 vrel;
{
struct v2 v0 = e0->linear_velocity;
struct v2 v1 = e1->linear_velocity;
f32 w0 = e0->angular_velocity;
f32 w1 = e1->angular_velocity;
struct v2 vcp0 = v2_sub(point, e0_xf.og);
struct v2 vcp1 = v2_sub(point, e1_xf.og);
struct v2 vel0 = v2_add(v0, v2_perp_mul(vcp0, w0));
struct v2 vel1 = v2_add(v1, v2_perp_mul(vcp1, w1));
vrel = v2_sub(vel0, vel1);
}
event->hit_event.vrel = vrel;
}
/* Create constraint */
{
constraint_ent = entity_alloc(root); constraint_ent = entity_alloc(root);
constraint_ent->contact_constraint_data.e1 = e1->handle; constraint_ent->contact_constraint_data.e1 = e1->handle;
constraint_ent->contact_constraint_data.e0 = e0->handle; constraint_ent->contact_constraint_data.e0 = e0->handle;
constraint_ent->contact_constraint_data.skip_solve = entity_has_prop(e0, ENTITY_PROP_SENSOR) || entity_has_prop(e1, ENTITY_PROP_SENSOR);
/* TODO: Should we recalculate normal as more contact points are added? */ /* TODO: Should we recalculate normal as more contact points are added? */
entity_enable_prop(constraint_ent, ENTITY_PROP_CONTACT_CONSTRAINT); entity_enable_prop(constraint_ent, ENTITY_PROP_CONTACT_CONSTRAINT);
activate_now(constraint_ent); activate_now(constraint_ent);
@ -491,6 +537,7 @@ INTERNAL void create_contacts(void)
contact_lookup_set(&G.contact_lookup, lookup_hash, constraint_ent->handle); contact_lookup_set(&G.contact_lookup, lookup_hash, constraint_ent->handle);
} }
} }
}
struct contact_constraint *constraint = &constraint_ent->contact_constraint_data; struct contact_constraint *constraint = &constraint_ent->contact_constraint_data;
constraint->normal = collider_res.normal; constraint->normal = collider_res.normal;
@ -663,7 +710,7 @@ INTERNAL void warm_start_contacts(void)
u32 num_points = constraint->num_points; u32 num_points = constraint->num_points;
struct entity *e0 = entity_from_handle(store, constraint->e0); struct entity *e0 = entity_from_handle(store, constraint->e0);
struct entity *e1 = entity_from_handle(store, constraint->e1); struct entity *e1 = entity_from_handle(store, constraint->e1);
if (num_points > 0 && entity_is_valid_and_active(e0) && entity_is_valid_and_active(e1)) { if (num_points > 0 && entity_is_valid_and_active(e0) && entity_is_valid_and_active(e1) && !constraint->skip_solve) {
struct xform e0_xf = entity_get_xform(e0); struct xform e0_xf = entity_get_xform(e0);
struct xform e1_xf = entity_get_xform(e1); struct xform e1_xf = entity_get_xform(e1);
@ -722,7 +769,7 @@ INTERNAL void solve_contacts(f32 dt, b32 apply_bias)
f32 w1 = e1->angular_velocity; f32 w1 = e1->angular_velocity;
u32 num_points = constraint->num_points; u32 num_points = constraint->num_points;
if (num_points > 0 && entity_is_valid_and_active(e0) && entity_is_valid_and_active(e1)) { if (num_points > 0 && entity_is_valid_and_active(e0) && entity_is_valid_and_active(e1) && !constraint->skip_solve) {
struct xform e0_xf = entity_get_xform(e0); struct xform e0_xf = entity_get_xform(e0);
struct xform e1_xf = entity_get_xform(e1); struct xform e1_xf = entity_get_xform(e1);
@ -1758,6 +1805,7 @@ INTERNAL void game_update(struct game_cmd_array game_cmds)
bullet->inertia_unscaled = 0.00001f; bullet->inertia_unscaled = 0.00001f;
entity_enable_prop(bullet, ENTITY_PROP_BULLET); entity_enable_prop(bullet, ENTITY_PROP_BULLET);
entity_enable_prop(bullet, ENTITY_PROP_SENSOR);
} }
} }
} }
@ -1980,6 +2028,44 @@ INTERNAL void game_update(struct game_cmd_array game_cmds)
} }
#endif #endif
/* ========================== *
* Respond to hit events
* ========================== */
for (u64 entity_index = 0; entity_index < store->reserved; ++entity_index) {
struct entity *ent = &store->entities[entity_index];
if (!entity_is_valid_and_active(ent)) continue;
if (!entity_has_prop(ent, ENTITY_PROP_HIT_EVENT)) continue;
struct hit_event *event = &ent->hit_event;
struct entity *e0 = entity_from_handle(store, event->e0);
struct entity *e1 = entity_from_handle(store, event->e1);
if (entity_is_valid_and_active(e0) && entity_is_valid_and_active(e1)) {
/* Bullet hit entity */
if (entity_has_prop(e0, ENTITY_PROP_BULLET) || entity_has_prop(e1, ENTITY_PROP_BULLET)) {
struct entity *bullet = entity_has_prop(e0, ENTITY_PROP_BULLET) ? e0 : e1;
struct entity *target = e0 == bullet ? e1 : e0;
(UNUSED)bullet;
(UNUSED)target;
entity_enable_prop(bullet, ENTITY_PROP_RELEASE_AT_END_OF_FRAME);
/* Create test blood */
/* TODO: Remove this */
{
struct xform xf = XFORM_TRS(.t = event->point);
struct entity *decal = entity_alloc(root);
decal->sprite = sprite_tag_from_path(STR("res/graphics/blood.ase"));
entity_set_xform(decal, xf);
}
}
}
}
/* ========================== * /* ========================== *
* Initialize bullet kinematics from sources * Initialize bullet kinematics from sources
* ========================== */ * ========================== */