circular player collider
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res/graphics/gun.ase
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res/graphics/gun.ase
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res/graphics/tim.ase
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res/graphics/tim.ase
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12
src/sim.c
12
src/sim.c
@ -188,17 +188,16 @@ INTERNAL struct sim_ent *spawn_test_player(struct sim_ctx *ctx)
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e->inertia_unscaled = 5;
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}
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e->local_collider.points[0] = v2_with_len(V2(0.08f, 0.17f), 0.15f);
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e->local_collider.points[1] = v2_with_len(V2(-0.07f, -0.2f), 0.15f);
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e->local_collider.count = 2;
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e->local_collider.radius = 0.075f;
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//e->sprite = sprite_tag_from_path(LIT("res/graphics/box_rounded.ase"));
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//e->sprite_span_name = LIT("idle.unarmed");
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//e->sprite_span_name = LIT("idle.one_handed");
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e->sprite_span_name = LIT("idle.two_handed");
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e->layer = SIM_LAYER_SHOULDERS;
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e->local_collider.points[0] = V2(0, 0);
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e->local_collider.count = 1;
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e->local_collider.radius = 0.2f;
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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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@ -1006,7 +1005,7 @@ void sim_update(struct sim_ctx *ctx, i64 target_dt_ns)
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joint_ent = sim_ent_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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sim_ent_enable_prop(joint_ent, SIM_ENT_PROP_PHYSICAL_KINEMATIC); /* Since we'll be setting velocity */
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sim_ent_enable_prop(joint_ent, SIM_ENT_PROP_PHYSICAL_KINEMATIC); /* Since we'll be setting velocity manually */
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sim_ent_enable_prop(joint_ent, SIM_ENT_PROP_MOTOR_JOINT);
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sim_ent_enable_prop(joint_ent, SIM_ENT_PROP_ACTIVE);
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ent->aim_joint = joint_ent->handle;
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@ -1022,7 +1021,6 @@ void sim_update(struct sim_ctx *ctx, i64 target_dt_ns)
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/* Set correction rate dynamically since motor velocity is only set for one frame */
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joint_ent->motor_joint_data.correction_rate = 10 * world_dt;
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/* Solve for final angle using law of sines */
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f32 new_angle;
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{
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