divide forces by mass only once during physics sim
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687ebb4eb9
commit
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16
src/game.c
16
src/game.c
@ -192,8 +192,6 @@ INTERNAL void spawn_test_entities(void)
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f32 width = (f32)DEFAULT_CAMERA_WIDTH;
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f32 height = (f32)DEFAULT_CAMERA_HEIGHT;
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e->camera_quad_xform = XFORM_TRS(.s = V2(width, height));
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activate_now(e);
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}
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}
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@ -600,23 +598,21 @@ INTERNAL void game_update(struct game_cmd_array game_cmds)
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struct xform xf = entity_get_xform(ent);
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f32 mass = ent->mass_unscaled * xform_get_determinant(xf);
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struct v2 acceleration = V2(0, 0);
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/* Apply forces and impulses */
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struct v2 acceleration = V2(0, 0);
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for (struct entity *child = entity_from_handle(store, ent->first); child->valid; child = entity_from_handle(store, child->next)) {
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b32 is_force = entity_has_prop(child, ENTITY_PROP_FORCE);
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b32 is_impulse = entity_has_prop(child, ENTITY_PROP_IMPULSE);
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if (is_force || is_impulse) {
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struct v2 force_accel = v2_div(child->force, mass);
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if (!is_impulse) {
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force_accel = v2_mul(force_accel, dt);
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if (is_impulse) {
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acceleration = v2_add(acceleration, child->force);
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} else {
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acceleration = v2_add(acceleration, v2_mul(child->force, dt));
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}
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acceleration = v2_add(acceleration, force_accel);
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entity_enable_prop(child, ENTITY_PROP_RELEASE);
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}
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}
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acceleration = v2_div(acceleration, mass);
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/* Verlet integration */
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struct v2 tick_velocity = v2_sub(xf.og, ent->verlet_xform.og);
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