more gjk collision work for rounded shapes
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parent
33b32e849c
commit
f22aec28bb
1430
src/collider.c
1430
src/collider.c
File diff suppressed because it is too large
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@ -29,7 +29,7 @@ struct collider_collision_point {
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u32 id; /* Based on polygon edge-to-edge */
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};
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struct collider_prototype { struct v2 points[256]; u32 len; };
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struct collider_prototype { struct v2 points[64]; u32 len; };
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struct collider_collision_points_result {
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struct v2 normal;
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82
src/game.c
82
src/game.c
@ -166,6 +166,61 @@ INTERNAL void spawn_test_entities(f32 offset)
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entity_enable_prop(e, ENTITY_PROP_PLAYER_CONTROLLED);
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//e->control_force = 4500;
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e->control_force = 1200;
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//e->control_force = 250;
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e->control_torque = 10;
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e->control.focus = V2(0, -1);
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entity_enable_prop(e, ENTITY_PROP_PHYSICAL);
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e->mass_unscaled = 100;
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//e->inertia_unscaled = F32_INFINITY;
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e->inertia_unscaled = 25;
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e->linear_ground_friction = 1000;
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e->angular_ground_friction = 100;
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//entity_enable_prop(e, ENTITY_PROP_TEST);
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player_ent = e;
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}
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{
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//struct v2 pos = V2(0.25, -10);
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//struct v2 pos = V2(0.25, -7);
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//struct v2 pos = V2(0.25, -5.27);
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//struct v2 pos = V2(0.85, -2);
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struct v2 pos = V2(0.25, -2);
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//struct v2 pos = V2(1.1230469346046448864129274625156, -1); /* Touching right side of box */
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//struct v2 pos = V2(1.1230469346046448864129274625156 - 0.0001, -1); /* Touching right side of box */
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//struct v2 pos = V2(0.374142020941, -0.246118023992); /* Touching glitch spot */
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pos = v2_add(pos, V2(0, offset));
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pos = v2_add(pos, V2(0, offset_all));
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//struct v2 size = V2(1, 1);
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struct v2 size = V2(0.5, 0.5);
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//f32 r = PI;
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//f32 r = PI / 4;
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//f32 r = PI / 3;
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//f32 r = 0.05;
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//f32 r = PI / 2;
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f32 r = 0;
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//f32 skew = PI / 4;
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f32 skew = 0;
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struct entity *e = entity_alloc(root);
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struct xform xf = XFORM_TRS(.t = pos, .r = r, .s = size);
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xf = xform_skewed_to(xf, skew);
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entity_set_xform(e, xf);
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//e->sprite = sprite_tag_from_path(STR("res/graphics/tim.ase"));
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e->sprite = sprite_tag_from_path(STR("res/graphics/box.ase"));
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//e->sprite_span_name = STR("idle.unarmed");
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//e->sprite_span_name = STR("idle.one_handed");
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e->sprite_span_name = STR("idle.two_handed");
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//entity_enable_prop(e, ENTITY_PROP_PLAYER_CONTROLLED);
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//e->control_force = 4500;
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//e->control_force = 1200;
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e->control_force = 250;
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e->control_torque = 10;
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@ -173,14 +228,12 @@ INTERNAL void spawn_test_entities(f32 offset)
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entity_enable_prop(e, ENTITY_PROP_PHYSICAL);
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e->mass_unscaled = 100;
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e->inertia_unscaled = F32_INFINITY;
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//e->inertia_unscaled = 25;
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//e->inertia_unscaled = F32_INFINITY;
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e->inertia_unscaled = 25;
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e->linear_ground_friction = 1000;
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e->angular_ground_friction = 100;
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//entity_enable_prop(e, ENTITY_PROP_TEST);
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player_ent = e;
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}
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/* Weapon */
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@ -206,7 +259,7 @@ INTERNAL void spawn_test_entities(f32 offset)
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}
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/* Box */
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#if 1
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#if 0
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if (!G.first_spawn) {
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struct v2 pos = V2(0.5, -1);
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//struct v2 pos = V2(0.5, 29);
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@ -575,7 +628,7 @@ INTERNAL struct soft_result make_soft(f32 hertz, f32 zeta, f32 h)
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INTERNAL void solve_collisions(f32 dt, b32 apply_bias)
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{
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#if 1
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#if 0
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struct entity_store *store = G.tick.entity_store;
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for (u64 entity_index = 0; entity_index < store->reserved; ++entity_index) {
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struct entity *manifold = &store->entities[entity_index];
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@ -957,16 +1010,25 @@ INTERNAL void game_update(struct game_cmd_array game_cmds)
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struct sprite_sheet_slice slice = sprite_sheet_get_slice(sheet, STR("shape"), ent->animation_frame);
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ent->local_collider = collider_from_quad(xform_mul_quad(ent->sprite_local_xform, quad_from_rect(slice.rect)));
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if (entity_has_prop(ent, ENTITY_PROP_PLAYER_CONTROLLED)) {
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//if (entity_has_prop(ent, ENTITY_PROP_PLAYER_CONTROLLED)) {
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if ((true)) {
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#if 0
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ent->local_collider.points[0] = V2(0, 0);
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ent->local_collider.count = 1;
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ent->local_collider.radius = 0.5;
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#else
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#elif 0
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ent->local_collider.points[0] = V2(0, 0.5);
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ent->local_collider.points[1] = V2(0, -0.5);
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ent->local_collider.count = 2;
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ent->local_collider.radius = 0.25;
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#elif 1
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ent->local_collider.points[0] = V2(-0.5, 0.5);
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ent->local_collider.points[1] = V2(0.5, 0.5);
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ent->local_collider.points[2] = V2(0, -0.5);
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ent->local_collider.count = 3;
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ent->local_collider.radius = 0.25;
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#else
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ent->local_collider.radius = 0.25;
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#endif
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}
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}
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@ -1358,7 +1420,7 @@ INTERNAL void game_update(struct game_cmd_array game_cmds)
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* Create ground friction force (gravity)
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* ========================== */
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#if 0
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#if 1
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/* TODO: Do this globally rather than creating entities for constant forces */
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for (u64 entity_index = 0; entity_index < store->reserved; ++entity_index) {
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struct entity *ent = &store->entities[entity_index];
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@ -1434,7 +1496,7 @@ INTERNAL void game_update(struct game_cmd_array game_cmds)
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#endif
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solve_collisions(substep_dt, true);
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integrate_positions_from_velocities(substep_dt);
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solve_collisions(substep_dt, false); /* Relaxation */
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//solve_collisions(substep_dt, false); /* Relaxation */
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}
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}
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#else
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14
src/user.c
14
src/user.c
@ -1137,7 +1137,7 @@ INTERNAL void user_update(void)
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{
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struct font *disp_font = font_load_async(STR("res/fonts/fixedsys.ttf"), 12.0f);
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if (disp_font) {
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f32 offset_px = -20;
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f32 offset_px = 10;
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struct string fmt = STR(
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"path: %F\n"
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@ -1146,7 +1146,9 @@ INTERNAL void user_update(void)
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"id: 0x%F\n"
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"impulse (n): %F\n"
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"impulse (t): %F\n"
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"separation: %F"
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"separation: %F\n"
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"normal: (%F, %F)\n"
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"num contacts: %F"
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);
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struct string text = string_format(temp.arena, fmt,
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FMT_SINT(ent->res.path),
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@ -1155,7 +1157,9 @@ INTERNAL void user_update(void)
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FMT_HEX(contact.id),
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FMT_FLOAT_P(contact.normal_impulse, 3),
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FMT_FLOAT_P(contact.tangent_impulse, 3),
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FMT_FLOAT_P(contact.starting_separation, 6));
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FMT_FLOAT_P(contact.starting_separation, 6),
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FMT_FLOAT_P(ent->manifold_normal.x, 6), FMT_FLOAT_P(ent->manifold_normal.y, 6),
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FMT_UINT(ent->num_contacts));
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draw_text(G.viewport_canvas, disp_font, v2_add(v2_round(xform_mul_v2(G.world_view, point)), V2(0, offset_px)), text);
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@ -1168,8 +1172,8 @@ INTERNAL void user_update(void)
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#if 1
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/* Draw clipping */
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{
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f32 thickness = 2;
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u32 color = RGBA_32_F(1, 0, 1, 0.75);
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f32 thickness = 4;
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u32 color = RGBA_32_F(1, 0, 1, 0.5);
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{
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struct v2 start = xform_mul_v2(G.world_view, ent->res.a0);
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struct v2 end = xform_mul_v2(G.world_view, ent->res.b0);
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