1735 lines
61 KiB
C
1735 lines
61 KiB
C
#include "game.h"
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#include "sys.h"
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#include "util.h"
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#include "world.h"
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#include "sprite.h"
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#include "sound.h"
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#include "mixer.h"
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#include "math.h"
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#include "scratch.h"
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#include "atomic.h"
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#include "app.h"
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#include "log.h"
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#include "collider.h"
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GLOBAL struct {
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struct atomic_i32 game_thread_shutdown;
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struct sys_thread game_thread;
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b32 paused;
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struct sprite_scope *sprite_frame_scope;
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/* TODO: Remove this (testing) */
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b32 extra_spawn;
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/* Game thread input */
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struct sys_mutex game_cmds_mutex;
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struct arena game_cmds_arena;
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struct entity *root;
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/* Ticks */
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struct sys_mutex prev_tick_mutex;
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struct atomic_u64 prev_tick_id;
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struct world prev_tick;
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struct world tick;
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} G = ZI, DEBUG_ALIAS(G, G_game);
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/* ========================== *
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* Startup
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* ========================== */
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INTERNAL APP_EXIT_CALLBACK_FUNC_DEF(game_shutdown);
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INTERNAL SYS_THREAD_ENTRY_POINT_FUNC_DEF(game_thread_entry_point, arg);
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struct game_startup_receipt game_startup(struct mixer_startup_receipt *mixer_sr,
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struct sprite_startup_receipt *sheet_sr,
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struct sound_startup_receipt *sound_sr)
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{
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(UNUSED)mixer_sr;
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(UNUSED)sheet_sr;
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(UNUSED)sound_sr;
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/* Initialize game cmd storage */
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G.game_cmds_mutex = sys_mutex_alloc();
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G.game_cmds_arena = arena_alloc(GIGABYTE(64));
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/* Initialize ticks */
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world_alloc(&G.tick);
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world_alloc(&G.prev_tick);
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/* FIXME: Make the world struct itself readonly as well */
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arena_set_readonly(&G.prev_tick.entity_store->arena);
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G.prev_tick_mutex = sys_mutex_alloc();
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G.tick.timescale = GAME_TIMESCALE;
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G.game_thread = sys_thread_alloc(&game_thread_entry_point, NULL, STR("[P2] Game thread"));
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app_register_exit_callback(&game_shutdown);
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return (struct game_startup_receipt) { 0 };
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}
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INTERNAL APP_EXIT_CALLBACK_FUNC_DEF(game_shutdown)
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{
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__prof;
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atomic_i32_eval_exchange(&G.game_thread_shutdown, true);
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sys_thread_wait_release(&G.game_thread);
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}
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/* ========================== *
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* Game cmd
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* ========================== */
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INTERNAL void push_cmds(struct game_cmd_array cmd_array)
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{
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struct sys_lock lock = sys_mutex_lock_e(&G.game_cmds_mutex);
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struct game_cmd *cmds = arena_push_array(&G.game_cmds_arena, struct game_cmd, cmd_array.count);
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MEMCPY(cmds, cmd_array.cmds, cmd_array.count * sizeof(*cmds));
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sys_mutex_unlock(&lock);
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}
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INTERNAL struct game_cmd_array pop_cmds(struct arena *arena)
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{
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struct game_cmd_array array = ZI;
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if (G.game_cmds_arena.pos > 0) {
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struct sys_lock lock = sys_mutex_lock_e(&G.game_cmds_mutex);
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struct buffer game_cmds_buff = arena_to_buffer(&G.game_cmds_arena);
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arena_align(arena, alignof(struct game_cmd));
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array.cmds = (struct game_cmd *)arena_push_array(arena, u8, game_cmds_buff.size);
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array.count = game_cmds_buff.size / sizeof(struct game_cmd);
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MEMCPY(array.cmds, game_cmds_buff.data, game_cmds_buff.size);
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arena_reset(&G.game_cmds_arena);
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sys_mutex_unlock(&lock);
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}
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return array;
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}
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/* ========================== *
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* Activate
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* ========================== */
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INTERNAL void activate_now(struct entity *ent)
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{
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entity_enable_prop(ent, ENTITY_PROP_ACTIVE);
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ent->activation_tick = G.tick.tick_id;
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++ent->continuity_gen;
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}
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/* ========================== *
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* Test
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* ========================== */
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/* TODO: Remove this */
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INTERNAL void spawn_test_entities(f32 offset)
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{
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struct entity *root = entity_from_handle(G.tick.entity_store, G.tick.entity_store->root);
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//const f32 offset_all = -20000;
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//const f32 offset_all = -5000;
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const f32 offset_all = 0;
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(UNUSED)offset;
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(UNUSED)offset_all;
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/* Player */
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struct entity *player_ent = entity_nil();
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//if (!G.extra_spawn) {
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{
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struct entity *e = entity_alloc(root);
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#if 1
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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(0.5, -1.5);
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struct v2 pos = V2(1, -1);
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//struct v2 pos = V2(0.300121694803, -1.322724342346);
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//struct v2 pos = V2(1.0295, -1);
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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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struct v2 size = V2(0.5, 0.25);
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//struct v2 size = V2(1.0, 1.0);
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//struct v2 size = V2(1.5, 1.5);
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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 = PI;
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f32 r = 0;
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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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#else
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struct xform xf = { .bx = {0.0382978655, -0.498547733}, .by = {0.498547733, 0.0382978655}, .og = {2.01672602, -1.06180537}, };
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#endif
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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 = sprite_tag_from_path(STR("res/graphics/box_rounded.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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#if GAME_PHYSICS_ENABLE_GROUND_FRICTION
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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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#else
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//e->control_force = 5000;
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e->control_force = 250;
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#endif
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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 = 50;
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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 = 200;
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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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#if GAME_SPAWN_TESTENT
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{
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struct entity *e = entity_alloc(root);
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#if 0
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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(0.5, -1);
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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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//struct v2 size = V2(1.0, 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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struct xform xf = XFORM_TRS(.t = pos, .r = r, .s = size);
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#else
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struct xform xf = { .bx = {-0.108915359, -0.488007843}, .by = {0.488007843, -0.108915359}, .og = {1.62569654, -0.750172377}, };
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#endif
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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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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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}
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#endif
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/* Weapon */
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#if 1
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if (player_ent->valid) {
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#if 0
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struct v2 pos = V2(1, 0);
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struct v2 size = V2(1, 1);
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f32 r = PI / 4;
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struct entity *e = entity_alloc(root);
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#else
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struct entity *e = entity_alloc(player_ent);
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#endif
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e->sprite = sprite_tag_from_path(STR("res/graphics/gun.ase"));
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entity_enable_prop(e, ENTITY_PROP_ATTACHED);
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e->attach_slice = STR("attach.wep");
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entity_enable_prop(e, ENTITY_PROP_WEAPON);
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e->trigger_delay = 1.0f / 10.0f;
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player_ent->equipped = e->handle;
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}
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#endif
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/* Box */
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#if GAME_SPAWN_BOX
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if (!G.extra_spawn) {
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struct v2 pos = V2(0.5, 0);
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//struct v2 pos = V2(0.5, 29);
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//struct v2 pos = V2(0.5, 24);
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//struct v2 pos = V2(1, -1);
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#if 0
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struct v2 size = V2(1, 1);
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#else
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//struct v2 size = V2(5000, 1);
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//struct v2 size = V2(50, 1);
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struct v2 size = V2(1, 1);
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#endif
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//f32 rot = PI / 4;
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f32 rot = 0;
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struct entity *e = entity_alloc(root);
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pos = v2_add(pos, V2(0, offset_all));
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e->sprite = sprite_tag_from_path(STR("res/graphics/box.ase"));
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entity_enable_prop(e, ENTITY_PROP_PHYSICAL);
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#if 0
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e->mass_unscaled = 500;
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e->inertia_unscaled = 500;
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#else
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e->mass_unscaled = F32_INFINITY;
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e->inertia_unscaled = F32_INFINITY;
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#endif
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e->linear_ground_friction = 10000;
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e->angular_ground_friction = 10000;
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entity_set_xform(e, XFORM_TRS(.t = pos, .s = size, .r = rot));
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}
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#endif
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/* Camera */
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if (!G.extra_spawn && player_ent->valid) {
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struct entity *e = entity_alloc(root);
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entity_set_xform(e, XFORM_IDENT);
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entity_enable_prop(e, ENTITY_PROP_CAMERA);
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entity_enable_prop(e, ENTITY_PROP_CAMERA_ACTIVE);
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e->camera_follow = player_ent->handle;
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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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}
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G.extra_spawn = true;
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}
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/* ========================== *
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* TESTING
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* ========================== */
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INTERNAL void generate_contacts(void)
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{
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/* TODO: Remove this */
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static u64 manifold_iteration = 0;
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++manifold_iteration;
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/* FIXME: I think it's technically possible for manifold entities to swap between iterations */
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struct entity_store *store = G.tick.entity_store;
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struct entity *root = G.root;
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for (u64 e0_index = 0; e0_index < store->reserved; ++e0_index) {
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struct entity *e0 = &store->entities[e0_index];
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if (!entity_is_valid_and_active(e0)) continue;
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if (!entity_has_prop(e0, ENTITY_PROP_PHYSICAL)) continue;
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struct xform e0_xf = entity_get_xform(e0);
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struct collider_shape e0_collider = e0->local_collider;
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for (u64 e1_index = 0; e1_index < store->reserved; ++e1_index) {
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struct entity *e1 = &store->entities[e1_index];
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if (e1 == e0) continue;
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if (!entity_is_valid_and_active(e1)) continue;
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if (!entity_has_prop(e1, ENTITY_PROP_PHYSICAL)) continue;
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/* TODO: Remove this (temporary stop to prevent double-manifold creation) */
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if (e0_index >= e1_index) {
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continue;
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}
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/* TODO: Remove this */
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static struct arena dict_arena = ZI;
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static struct fixed_dict dict = ZI;
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if (dict.buckets_count == 0) {
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dict_arena = arena_alloc(GIGABYTE(64));
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dict = fixed_dict_init(&dict_arena, 4096);
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}
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/* Retrieve manifold */
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u64 manifold_hash;
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struct string manifold_key;
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{
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struct entity_handle h0 = e0->handle;
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struct entity_handle h1 = e1->handle;
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manifold_hash = hash_fnv64(HASH_FNV64_BASIS, BUFFER_FROM_STRUCT(&h0));
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manifold_hash = hash_fnv64(manifold_hash, BUFFER_FROM_STRUCT(&h1));
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manifold_key = STRING_FROM_BUFFER(BUFFER_FROM_STRUCT(&manifold_hash));
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}
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struct entity *manifold = NULL;
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struct entity_handle *entry = fixed_dict_get(&dict, manifold_key);
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if (entry) {
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struct entity *t = entity_from_handle(store, *entry);
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if (entity_is_valid_and_active(t)) {
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manifold = t;
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}
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}
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/* Ensure manifold hasn't already been computed this iteration */
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if (manifold) {
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if (manifold->last_manifold_iteration == manifold_iteration) {
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/* Already iterated this manifold from The other entity's perspective, skip */
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continue;
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}
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manifold->last_manifold_iteration = manifold_iteration;
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}
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/* Calculate entity 1 shape */
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struct xform e1_xf = entity_get_xform(e1);
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struct collider_shape e1_collider = e1->local_collider;
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struct collider_collision_points_result res = collider_collision_points(&e0_collider, &e1_collider, e0_xf, e1_xf);
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/* Parts of algorithm are hard-coded to support 2 contact points */
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CT_ASSERT(ARRAY_COUNT(manifold->contacts) == 2);
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CT_ASSERT(ARRAY_COUNT(res.points) == 2);
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/* TODO: Move this down */
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if (res.num_points > 0 || COLLIDER_DEBUG) {
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if (!manifold) {
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manifold = entity_alloc(root);
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manifold->manifold_e0 = e0->handle;
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manifold->manifold_e1 = e1->handle;
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/* TODO: Should we recalculate normal as more contact points are added? */
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entity_enable_prop(manifold, ENTITY_PROP_MANIFOLD);
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activate_now(manifold);
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if (entry) {
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*entry = manifold->handle;
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} else {
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entry = arena_push(&dict_arena, struct entity_handle);
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*entry = manifold->handle;
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fixed_dict_set(&dict_arena, &dict, manifold_key, entry);
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}
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}
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manifold->manifold_normal = res.normal;
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/* TODO: Remove this (debugging) */
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#if COLLIDER_DEBUG
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{
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manifold->res = res;
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manifold->dbg_xf0 = e0_xf;
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manifold->dbg_xf1 = e1_xf;
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if (manifold->num_contacts == 0) {
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if (res.num_points > 0) {
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++e0->colliding;
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++e1->colliding;
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}
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} else {
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if (res.num_points == 0) {
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--e0->colliding;
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--e1->colliding;
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}
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}
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}
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#endif
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}
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if (res.num_points > 0) {
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struct v2 normal = res.normal;
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struct v2 tangent = v2_perp(normal);
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/* Delete old contacts that are no longer present */
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for (u32 i = 0; i < manifold->num_contacts; ++i) {
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struct contact *old = &manifold->contacts[i];
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u32 id = old->id;
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b32 found = false;
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for (u32 j = 0; j < res.num_points; ++j) {
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if (res.points[j].id == id) {
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found = true;
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break;
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}
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}
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if (!found) {
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/* Delete contact by replacing with last in array */
|
|
*old = manifold->contacts[--manifold->num_contacts];
|
|
--i;
|
|
}
|
|
}
|
|
|
|
/* Update / insert returned contacts */
|
|
for (u32 i = 0; i < res.num_points; ++i) {
|
|
struct collider_collision_point *res_point = &res.points[i];
|
|
struct v2 point = res_point->point;
|
|
f32 sep = res_point->separation;
|
|
u32 id = res_point->id;
|
|
struct contact *contact = NULL;
|
|
/* Match */
|
|
for (u32 j = 0; j < manifold->num_contacts; ++j) {
|
|
struct contact *t = &manifold->contacts[j];
|
|
if (t->id == id) {
|
|
contact = t;
|
|
break;
|
|
}
|
|
}
|
|
if (contact) {
|
|
/* Update existing */
|
|
#if !GAME_PHYSICS_ENABLE_WARM_STARTING
|
|
contact->normal_impulse = 0;
|
|
contact->tangent_impulse = 0;
|
|
#endif
|
|
} else {
|
|
/* Insert new */
|
|
contact = &manifold->contacts[manifold->num_contacts++];
|
|
MEMZERO_STRUCT(contact);
|
|
contact->id = id;
|
|
}
|
|
contact->point_local_e0 = xform_invert_mul_v2(e0_xf, point);
|
|
contact->point_local_e1 = xform_invert_mul_v2(e1_xf, point);
|
|
contact->starting_separation = sep;
|
|
|
|
/* TODO: Remove this (debugging) */
|
|
#if COLLIDER_DEBUG
|
|
{
|
|
contact->dbg_pt = point;
|
|
}
|
|
#endif
|
|
|
|
{
|
|
f32 scale0 = math_fabs(xform_get_determinant(e0_xf));
|
|
f32 scale1 = math_fabs(xform_get_determinant(e1_xf));
|
|
f32 m0 = e0->mass_unscaled * scale0;
|
|
f32 m1 = e1->mass_unscaled * scale1;
|
|
f32 i0 = e0->inertia_unscaled * scale0;
|
|
f32 i1 = e1->inertia_unscaled * scale1;
|
|
f32 inv_m0 = 1.f / m0;
|
|
f32 inv_m1 = 1.f / m1;
|
|
f32 inv_i0 = 1.f / i0;
|
|
f32 inv_i1 = 1.f / i1;
|
|
|
|
struct v2 vcp0 = v2_sub(point, e0_xf.og);
|
|
struct v2 vcp1 = v2_sub(point, e1_xf.og);
|
|
|
|
/* Normal mass */
|
|
{
|
|
f32 vcp0_wedge = v2_wedge(vcp0, normal);
|
|
f32 vcp1_wedge = v2_wedge(vcp1, normal);
|
|
f32 k = (inv_m0 + inv_m1) + (inv_i0 * vcp0_wedge * vcp0_wedge) + (inv_i1 * vcp1_wedge * vcp1_wedge);
|
|
contact->inv_normal_mass = k > 0.0f ? 1.0f / k : 0.0f;
|
|
}
|
|
|
|
/* Tangent mass */
|
|
{
|
|
f32 vcp0_wedge = v2_wedge(vcp0, tangent);
|
|
f32 vcp1_wedge = v2_wedge(vcp1, tangent);
|
|
f32 k = (inv_m0 + inv_m1) + (inv_i0 * vcp0_wedge * vcp0_wedge) + (inv_i1 * vcp1_wedge * vcp1_wedge);
|
|
contact->inv_tangent_mass = k > 0.0f ? 1.0f / k : 0.0f;
|
|
}
|
|
|
|
contact->inv_m0 = inv_m0;
|
|
contact->inv_m1 = inv_m1;
|
|
contact->inv_i0 = inv_i0;
|
|
contact->inv_i1 = inv_i1;
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
} else if (manifold) {
|
|
#if COLLIDER_DEBUG
|
|
manifold->num_contacts = 0;
|
|
#else
|
|
/* No longer colliding, delete manifold */
|
|
manifold->num_contacts = 0;
|
|
entity_enable_prop(manifold, ENTITY_PROP_RELEASE);
|
|
#endif
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
INTERNAL void warm_start_contacts(void)
|
|
{
|
|
struct entity_store *store = G.tick.entity_store;
|
|
|
|
for (u64 entity_index = 0; entity_index < store->reserved; ++entity_index) {
|
|
struct entity *manifold = &store->entities[entity_index];
|
|
if (!entity_is_valid_and_active(manifold)) continue;
|
|
if (!entity_has_prop(manifold, ENTITY_PROP_MANIFOLD)) continue;
|
|
|
|
u32 num_contacts = manifold->num_contacts;
|
|
struct entity *e0 = entity_from_handle(store, manifold->manifold_e0);
|
|
struct entity *e1 = entity_from_handle(store, manifold->manifold_e1);
|
|
if (num_contacts > 0 && entity_is_valid_and_active(e0) && entity_is_valid_and_active(e1)) {
|
|
struct xform e0_xf = entity_get_xform(e0);
|
|
struct xform e1_xf = entity_get_xform(e1);
|
|
|
|
struct v2 v0 = e0->linear_velocity;
|
|
struct v2 v1 = e1->linear_velocity;
|
|
f32 w0 = e0->angular_velocity;
|
|
f32 w1 = e1->angular_velocity;
|
|
|
|
/* Warm start */
|
|
struct v2 normal = manifold->manifold_normal;
|
|
struct v2 tangent = v2_perp(normal);
|
|
f32 inv_num_contacts = 1.f / num_contacts;
|
|
for (u32 i = 0; i < num_contacts; ++i) {
|
|
struct contact *contact = &manifold->contacts[i];
|
|
struct v2 p0 = xform_mul_v2(e0_xf, contact->point_local_e0);
|
|
struct v2 p1 = xform_mul_v2(e1_xf, contact->point_local_e1);
|
|
struct v2 vcp0 = v2_sub(p0, e0_xf.og);
|
|
struct v2 vcp1 = v2_sub(p1, e1_xf.og);
|
|
|
|
struct v2 impulse = v2_add(v2_mul(normal, contact->normal_impulse), v2_mul(tangent, contact->tangent_impulse));
|
|
impulse = v2_mul(impulse, inv_num_contacts);
|
|
|
|
v0 = v2_sub(v0, v2_mul(impulse, contact->inv_m0));
|
|
v1 = v2_add(v1, v2_mul(impulse, contact->inv_m1));
|
|
w0 -= v2_wedge(vcp0, impulse) * contact->inv_i0;
|
|
w1 += v2_wedge(vcp1, impulse) * contact->inv_i1;
|
|
}
|
|
|
|
e0->linear_velocity = v0;
|
|
e0->angular_velocity = w0;
|
|
e1->linear_velocity = v1;
|
|
e1->angular_velocity = w1;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
struct soft_result { f32 bias_rate; f32 mass_scale; f32 impulse_scale; };
|
|
INTERNAL struct soft_result make_soft(f32 hertz, f32 zeta, f32 h)
|
|
{
|
|
if (hertz == 0.0f) {
|
|
return (struct soft_result) { .mass_scale = 1.0f };
|
|
} else {
|
|
f32 omega = 2.0f * PI * hertz;
|
|
f32 a1 = 2.0f * zeta + h * omega;
|
|
f32 a2 = h * omega * a1;
|
|
f32 a3 = 1.0f / (1.0f + a2);
|
|
return (struct soft_result) {
|
|
.bias_rate = omega / a1,
|
|
.mass_scale = a2 * a3,
|
|
.impulse_scale = 1.0f / (1.0f + a2)
|
|
};
|
|
}
|
|
}
|
|
|
|
INTERNAL void solve_contacts(f32 dt, b32 apply_bias)
|
|
{
|
|
struct entity_store *store = G.tick.entity_store;
|
|
for (u64 entity_index = 0; entity_index < store->reserved; ++entity_index) {
|
|
struct entity *manifold = &store->entities[entity_index];
|
|
if (!entity_is_valid_and_active(manifold)) continue;
|
|
if (!entity_has_prop(manifold, ENTITY_PROP_MANIFOLD)) continue;
|
|
|
|
struct entity *e0 = entity_from_handle(store, manifold->manifold_e0);
|
|
struct entity *e1 = entity_from_handle(store, manifold->manifold_e1);
|
|
|
|
struct v2 v0 = e0->linear_velocity;
|
|
struct v2 v1 = e1->linear_velocity;
|
|
|
|
f32 w0 = e0->angular_velocity;
|
|
f32 w1 = e1->angular_velocity;
|
|
|
|
u32 num_contacts = manifold->num_contacts;
|
|
if (num_contacts > 0 && entity_is_valid_and_active(e0) && entity_is_valid_and_active(e1)) {
|
|
struct xform e0_xf = entity_get_xform(e0);
|
|
struct xform e1_xf = entity_get_xform(e1);
|
|
|
|
/* Normal impulse */
|
|
struct v2 normal = manifold->manifold_normal;
|
|
for (u32 contact_index = 0; contact_index < num_contacts; ++contact_index) {
|
|
struct contact *contact = &manifold->contacts[contact_index];
|
|
struct v2 p0 = xform_mul_v2(e0_xf, contact->point_local_e0);
|
|
struct v2 p1 = xform_mul_v2(e1_xf, contact->point_local_e1);
|
|
struct v2 vcp0 = v2_sub(p0, e0_xf.og);
|
|
struct v2 vcp1 = v2_sub(p1, e1_xf.og);
|
|
|
|
f32 separation = v2_dot(v2_sub(p1, p0), normal) + contact->starting_separation;
|
|
|
|
f32 velocity_bias = 0.0f;
|
|
f32 mass_scale = 1.0f;
|
|
f32 impulse_scale = 0.0f;
|
|
|
|
if (separation > 0.0f) {
|
|
/* Speculative */
|
|
velocity_bias = separation / dt;
|
|
} else if (apply_bias) {
|
|
/* Soft constraint */
|
|
|
|
f32 contact_damping_ratio = 10.0f;
|
|
f32 contact_hertz = (GAME_FPS * GAME_PHYSICS_SUBSTEPS) / 8.f;
|
|
|
|
struct soft_result softness = make_soft(contact_hertz, contact_damping_ratio, dt);
|
|
|
|
f32 contact_pushout_velocity = 3.0f;
|
|
velocity_bias = max_f32(softness.bias_rate * separation, -contact_pushout_velocity);
|
|
|
|
mass_scale = softness.mass_scale;
|
|
impulse_scale = softness.impulse_scale;
|
|
}
|
|
|
|
struct v2 vel0 = v2_add(v0, v2_perp_mul(vcp0, w0));
|
|
struct v2 vel1 = v2_add(v1, v2_perp_mul(vcp1, w1));
|
|
struct v2 vrel = v2_sub(vel0, vel1);
|
|
|
|
f32 k = contact->inv_normal_mass;
|
|
|
|
/* (to be applied along n) */
|
|
f32 vn = v2_dot(vrel, normal);
|
|
f32 j = ((k * mass_scale) * (vn - velocity_bias)) - (contact->normal_impulse * impulse_scale);
|
|
|
|
f32 old_impulse = contact->normal_impulse;
|
|
f32 new_impulse = max_f32(old_impulse + j, 0);
|
|
f32 delta = new_impulse - old_impulse;
|
|
contact->normal_impulse = new_impulse;
|
|
|
|
struct v2 impulse = v2_mul(normal, delta);
|
|
v0 = v2_sub(v0, v2_mul(impulse, contact->inv_m0));
|
|
v1 = v2_add(v1, v2_mul(impulse, contact->inv_m1));
|
|
w0 -= v2_wedge(vcp0, impulse) * contact->inv_i0;
|
|
w1 += v2_wedge(vcp1, impulse) * contact->inv_i1;
|
|
}
|
|
|
|
/* Tangent impulse */
|
|
struct v2 tangent = v2_perp(normal);
|
|
for (u32 contact_index = 0; contact_index < num_contacts; ++contact_index) {
|
|
struct contact *contact = &manifold->contacts[contact_index];
|
|
struct v2 p0 = xform_mul_v2(e0_xf, contact->point_local_e0);
|
|
struct v2 p1 = xform_mul_v2(e1_xf, contact->point_local_e1);
|
|
struct v2 vcp0 = v2_sub(p0, e0_xf.og);
|
|
struct v2 vcp1 = v2_sub(p1, 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));
|
|
struct v2 vrel = v2_sub(vel0, vel1);
|
|
|
|
f32 k = contact->inv_tangent_mass;
|
|
|
|
/* (to be applied along t) */
|
|
f32 vt = v2_dot(vrel, tangent);
|
|
f32 j = vt * k;
|
|
|
|
f32 friction = 0.6f;
|
|
//f32 friction = 1.0f;
|
|
//f32 friction = F32_INFINITY;
|
|
f32 max_friction = friction * contact->normal_impulse;
|
|
f32 old_impulse = contact->tangent_impulse;
|
|
f32 new_impulse = clamp_f32(old_impulse + j, -max_friction, max_friction);
|
|
f32 delta = new_impulse - old_impulse;
|
|
contact->tangent_impulse = new_impulse;
|
|
|
|
struct v2 impulse = v2_mul(tangent, delta);
|
|
v0 = v2_sub(v0, v2_mul(impulse, contact->inv_m0));
|
|
v1 = v2_add(v1, v2_mul(impulse, contact->inv_m1));
|
|
w0 -= v2_wedge(vcp0, impulse) * contact->inv_i0;
|
|
w1 += v2_wedge(vcp1, impulse) * contact->inv_i1;
|
|
}
|
|
|
|
e0->linear_velocity = v0;
|
|
e0->angular_velocity = w0;
|
|
e1->linear_velocity = v1;
|
|
e1->angular_velocity = w1;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
INTERNAL void integrate_velocities_from_forces(f32 dt)
|
|
{
|
|
struct entity_store *store = G.tick.entity_store;
|
|
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_PHYSICAL)) continue;
|
|
|
|
struct xform xf = entity_get_xform(ent);
|
|
f32 det_abs = math_fabs(xform_get_determinant(xf));
|
|
f32 mass = ent->mass_unscaled * det_abs;
|
|
f32 inertia = ent->inertia_unscaled * det_abs;
|
|
|
|
/* Determine force & torque acceleration */
|
|
struct v2 force_accel = v2_mul(v2_div(ent->force, mass), dt);
|
|
f32 torque_accel = (ent->torque / inertia) * dt;
|
|
|
|
/* Integrate */
|
|
ent->linear_velocity = v2_add(ent->linear_velocity, force_accel);
|
|
ent->angular_velocity += torque_accel;
|
|
|
|
/* Clamp velocities */
|
|
ent->linear_velocity = v2_clamp_len(ent->linear_velocity, GAME_MAX_LINEAR_VELOCITY);
|
|
ent->angular_velocity = clamp_f32(ent->angular_velocity, -GAME_MAX_ANGULAR_VELOCITY, GAME_MAX_ANGULAR_VELOCITY);
|
|
|
|
/* Reset forces */
|
|
ent->force = V2(0, 0);
|
|
ent->torque = 0;
|
|
}
|
|
}
|
|
|
|
INTERNAL void integrate_positions_from_velocities(f32 dt)
|
|
{
|
|
struct entity_store *store = G.tick.entity_store;
|
|
|
|
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_PHYSICAL)) continue;
|
|
|
|
/* Clamp velocities */
|
|
ent->linear_velocity = v2_clamp_len(ent->linear_velocity, GAME_MAX_LINEAR_VELOCITY);
|
|
ent->angular_velocity = clamp_f32(ent->angular_velocity, -GAME_MAX_ANGULAR_VELOCITY, GAME_MAX_ANGULAR_VELOCITY);
|
|
|
|
struct xform xf = entity_get_xform(ent);
|
|
struct v2 tick_linear_velocity = v2_mul(ent->linear_velocity, dt);
|
|
f32 tick_angular_velocity = ent->angular_velocity * dt;
|
|
xf.og = v2_add(xf.og, tick_linear_velocity);
|
|
xf = xform_basis_rotated_world(xf, tick_angular_velocity);
|
|
entity_set_xform(ent, xf);
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/* ========================== *
|
|
* Update
|
|
* ========================== */
|
|
|
|
INTERNAL void publish_game_tick(void)
|
|
{
|
|
__prof;
|
|
struct sys_lock lock = sys_mutex_lock_e(&G.prev_tick_mutex);
|
|
arena_set_readwrite(&G.prev_tick.entity_store->arena);
|
|
{
|
|
world_copy_replace(&G.prev_tick, &G.tick);
|
|
}
|
|
arena_set_readonly(&G.prev_tick.entity_store->arena);
|
|
atomic_u64_eval_exchange(&G.prev_tick_id, G.prev_tick.tick_id);
|
|
sys_mutex_unlock(&lock);
|
|
}
|
|
|
|
INTERNAL void game_update(struct game_cmd_array game_cmds)
|
|
{
|
|
__prof;
|
|
|
|
struct temp_arena scratch = scratch_begin_no_conflict();
|
|
|
|
/* ========================== *
|
|
* Begin frame
|
|
* ========================== */
|
|
|
|
++G.tick.tick_id;
|
|
G.tick.tick_ts = sys_timestamp();
|
|
G.tick.dt = max_f64(0.0, (1.0 / GAME_FPS) * G.tick.timescale);
|
|
G.tick.time += G.tick.dt;
|
|
|
|
f64 dt = G.tick.dt;
|
|
f64 time = G.tick.time;
|
|
G.sprite_frame_scope = sprite_scope_begin();
|
|
G.root = entity_from_handle(G.tick.entity_store, G.tick.entity_store->root);
|
|
|
|
struct entity *root = G.root;
|
|
struct entity_store *store = G.tick.entity_store;
|
|
struct sprite_scope *sprite_frame_scope = G.sprite_frame_scope;
|
|
|
|
(UNUSED)dt;
|
|
(UNUSED)time;
|
|
|
|
/* ========================== *
|
|
* Spawn test entities
|
|
* ========================== */
|
|
|
|
/* TODO: remove this (testing) */
|
|
/* Initialize entities */
|
|
{
|
|
static b32 run = 0;
|
|
if (!run) {
|
|
run = 1;
|
|
spawn_test_entities(0);
|
|
}
|
|
}
|
|
|
|
/* ========================== *
|
|
* Process global game cmds
|
|
* ========================== */
|
|
|
|
for (u64 cmd_index = 0; cmd_index < game_cmds.count; ++cmd_index) {
|
|
struct game_cmd cmd = game_cmds.cmds[cmd_index];
|
|
|
|
switch (cmd.kind) {
|
|
/* Clear level */
|
|
case GAME_CMD_KIND_CLEAR_ALL:
|
|
{
|
|
logf_info("Clearing level");
|
|
entity_store_release_all_entities(store);
|
|
G.extra_spawn = false;
|
|
} break;
|
|
|
|
/* Spawn test */
|
|
case GAME_CMD_KIND_SPAWN_TEST:
|
|
{
|
|
logf_info("Spawning (test)");
|
|
#if GAME_SPAWN_LOTS
|
|
//#if 0
|
|
for (u32 i = 0; i < 50; ++i) {
|
|
spawn_test_entities(-(f32)i);
|
|
}
|
|
#else
|
|
spawn_test_entities(0);
|
|
#endif
|
|
} break;
|
|
|
|
default: break;
|
|
};
|
|
}
|
|
|
|
/* ========================== *
|
|
* Activate entities
|
|
* ========================== */
|
|
|
|
for (u64 entity_index = 0; entity_index < store->reserved; ++entity_index) {
|
|
struct entity *ent = &store->entities[entity_index];
|
|
if (!ent->valid) continue;
|
|
|
|
if (!entity_has_prop(ent, ENTITY_PROP_ACTIVE)) {
|
|
u64 atick = ent->activation_tick;
|
|
if (atick != 0 || G.tick.tick_id >= atick) {
|
|
activate_now(ent);
|
|
}
|
|
}
|
|
}
|
|
|
|
/* ========================== *
|
|
* Reset triggered entities
|
|
* ========================== */
|
|
|
|
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_TRIGGER_NEXT_TICK)) {
|
|
entity_disable_prop(ent, ENTITY_PROP_TRIGGER_NEXT_TICK);
|
|
entity_enable_prop(ent, ENTITY_PROP_TRIGGERED_THIS_TICK);
|
|
} else if (entity_has_prop(ent, ENTITY_PROP_TRIGGERED_THIS_TICK)) {
|
|
entity_disable_prop(ent, ENTITY_PROP_TRIGGERED_THIS_TICK);
|
|
}
|
|
}
|
|
|
|
/* ========================== *
|
|
* Update entity from sprite
|
|
* ========================== */
|
|
|
|
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 (sprite_tag_is_nil(ent->sprite)) continue;
|
|
|
|
/* Update animation */
|
|
|
|
struct sprite_sheet *sheet = sprite_sheet_from_tag_await(sprite_frame_scope, ent->sprite);
|
|
{
|
|
struct sprite_sheet_span span = sprite_sheet_get_span(sheet, ent->sprite_span_name);
|
|
|
|
f64 time_in_frame = ent->animation_time_in_frame + G.tick.dt;
|
|
u64 frame_index = ent->animation_frame;
|
|
if (frame_index < span.start || frame_index > span.end) {
|
|
frame_index = span.start;
|
|
}
|
|
|
|
struct sprite_sheet_frame frame = sprite_sheet_get_frame(sheet, frame_index);
|
|
while (time_in_frame > frame.duration) {
|
|
time_in_frame -= frame.duration;
|
|
++frame_index;
|
|
if (frame_index > span.end) {
|
|
/* Loop animation */
|
|
frame_index = span.start;
|
|
}
|
|
frame = sprite_sheet_get_frame(sheet, frame_index);
|
|
}
|
|
|
|
ent->animation_time_in_frame = time_in_frame;
|
|
ent->animation_frame = frame_index;
|
|
}
|
|
|
|
/* Update sprite local xform */
|
|
|
|
{
|
|
struct sprite_sheet_slice slice = sprite_sheet_get_slice(sheet, STR("pivot"), ent->animation_frame);
|
|
struct v2 sprite_size = v2_div(sheet->frame_size, (f32)PIXELS_PER_UNIT);
|
|
|
|
struct v2 dir = v2_mul_v2(sprite_size, slice.dir);
|
|
f32 rot = v2_angle(dir) + PI / 2;
|
|
|
|
struct xform xf = XFORM_IDENT;
|
|
xf = xform_rotated(xf, -rot);
|
|
xf = xform_scaled(xf, sprite_size);
|
|
xf = xform_translated(xf, v2_neg(slice.center));
|
|
ent->sprite_local_xform = xf;
|
|
}
|
|
|
|
/* Update collider */
|
|
{
|
|
struct xform cxf = ent->sprite_local_xform;
|
|
|
|
#if 0
|
|
if (entity_has_prop(ent, ENTITY_PROP_TEST)) {
|
|
f32 scale = 0.5;
|
|
cxf = xform_scaled(cxf, V2(scale, scale));
|
|
}
|
|
#endif
|
|
|
|
struct sprite_sheet_slice slice = sprite_sheet_get_slice(sheet, STR("shape"), ent->animation_frame);
|
|
ent->local_collider = collider_from_quad(xform_mul_quad(cxf, quad_from_rect(slice.rect)));
|
|
|
|
#if 0
|
|
if (entity_has_prop(ent, ENTITY_PROP_TEST)) {
|
|
//if ((true)) {
|
|
#if 1
|
|
ent->local_collider.points[0] = V2(0, 0);
|
|
ent->local_collider.count = 1;
|
|
ent->local_collider.radius = 0.5;
|
|
#elif 0
|
|
ent->local_collider.points[0] = V2(0, 0.5);
|
|
ent->local_collider.points[1] = V2(0, -0.5);
|
|
ent->local_collider.count = 2;
|
|
ent->local_collider.radius = 0.25;
|
|
#elif 0
|
|
#if 1
|
|
/* "Bad" winding order */
|
|
ent->local_collider.points[0] = V2(-0.5, 0.5);
|
|
ent->local_collider.points[1] = V2(0.5, 0.5);
|
|
ent->local_collider.points[2] = V2(0, -0.5);
|
|
#else
|
|
ent->local_collider.points[0] = V2(0, -0.5);
|
|
ent->local_collider.points[1] = V2(0.5, 0.5);
|
|
ent->local_collider.points[2] = V2(-0.5, 0.5);
|
|
#endif
|
|
ent->local_collider.count = 3;
|
|
ent->local_collider.radius = 0.25;
|
|
//ent->local_collider.radius = math_fabs(math_sin(G.tick.time) / 3);
|
|
#else
|
|
//ent->local_collider.radius = 0.5;
|
|
ent->local_collider.radius = 0.25;
|
|
//ent->local_collider.radius = 0.;
|
|
#endif
|
|
}
|
|
#endif
|
|
}
|
|
}
|
|
|
|
/* ========================== *
|
|
* Update attachments
|
|
* ========================== */
|
|
|
|
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_ATTACHED)) continue;
|
|
|
|
struct entity *parent = entity_from_handle(store, ent->parent);
|
|
struct sprite_tag parent_sprite = parent->sprite;
|
|
struct sprite_sheet *parent_sheet = sprite_sheet_from_tag_await(sprite_frame_scope, parent_sprite);
|
|
|
|
struct xform parent_sprite_xf = parent->sprite_local_xform;
|
|
|
|
struct sprite_sheet_slice attach_slice = sprite_sheet_get_slice(parent_sheet, ent->attach_slice, parent->animation_frame);
|
|
struct v2 attach_pos = xform_mul_v2(parent_sprite_xf, attach_slice.center);
|
|
struct v2 attach_dir = xform_basis_mul_v2(parent_sprite_xf, attach_slice.dir);
|
|
|
|
struct xform xf = entity_get_local_xform(ent);
|
|
xf.og = attach_pos;
|
|
xf = xform_basis_with_rotation_world(xf, v2_angle(attach_dir) + PI / 2);
|
|
entity_set_local_xform(ent, xf);
|
|
}
|
|
|
|
/* ========================== *
|
|
* Update control from player cmds
|
|
* ========================== */
|
|
|
|
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_PLAYER_CONTROLLED)) {
|
|
/* Process cmds */
|
|
struct v2 move = ent->control.move;
|
|
struct v2 focus = ent->control.focus;
|
|
b32 firing = entity_has_prop(ent, ENTITY_PROP_TRIGGERING_EQUIPPED);
|
|
|
|
for (u64 i = 0; i < game_cmds.count; ++i) {
|
|
struct game_cmd cmd = game_cmds.cmds[i];
|
|
b32 start = cmd.state == GAME_CMD_STATE_START;
|
|
b32 stop = cmd.state == GAME_CMD_STATE_STOP;
|
|
(UNUSED)start;
|
|
(UNUSED)stop;
|
|
|
|
/* TODO: Combine movement from multiple inputs? E.G. a sudden
|
|
* start and immediate stop cmd should still move the player a
|
|
* tad. */
|
|
switch (cmd.kind) {
|
|
case GAME_CMD_KIND_PLAYER_MOVE:
|
|
{
|
|
move = cmd.move_dir;
|
|
focus = v2_sub(cmd.aim_pos, entity_get_xform(ent).og);
|
|
} break;
|
|
|
|
case GAME_CMD_KIND_PLAYER_FIRE:
|
|
{
|
|
if (start) {
|
|
firing = true;
|
|
} else if (stop) {
|
|
firing = false;
|
|
}
|
|
} break;
|
|
|
|
default: break;
|
|
}
|
|
}
|
|
|
|
/* Movement */
|
|
if (v2_len_sq(move) > 1) {
|
|
/* Cap movement vector magnitude at 1 */
|
|
move = v2_norm(move);
|
|
}
|
|
ent->control.move = move;
|
|
ent->control.focus = focus;
|
|
|
|
/* Firing */
|
|
if (firing) {
|
|
entity_enable_prop(ent, ENTITY_PROP_TRIGGERING_EQUIPPED);
|
|
} else {
|
|
entity_disable_prop(ent, ENTITY_PROP_TRIGGERING_EQUIPPED);
|
|
}
|
|
}
|
|
}
|
|
|
|
/* ========================== *
|
|
* Test
|
|
* ========================== */
|
|
|
|
#if 0
|
|
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_TEST)) continue;
|
|
|
|
#if 0
|
|
if (!ent->test_initialized) {
|
|
ent->test_initialized = true;
|
|
ent->test_start_local_xform = entity_get_local_xform(ent);
|
|
ent->test_start_sprite_xform = ent->sprite_local_xform;
|
|
}
|
|
|
|
f32 t = (f32)time;
|
|
struct v2 og = v2_mul(V2(math_cos(t), math_sin(t)), 3);
|
|
f32 r = t * 3;
|
|
struct v2 s = V2(1 + (math_fabs(math_sin(t * 5)) * 3), 1);
|
|
(UNUSED)og;
|
|
(UNUSED)r;
|
|
(UNUSED)s;
|
|
|
|
og = v2_add(og, ent->test_start_local_xform.og);
|
|
r += xform_get_rotation(ent->test_start_local_xform);
|
|
s = v2_add(s, xform_get_scale(ent->test_start_local_xform));
|
|
|
|
struct xform xf = entity_get_local_xform(ent);
|
|
xf.og = og;
|
|
xf = xform_rotated_to(xf, r);
|
|
xf = xform_scaled_to(xf, s);
|
|
entity_set_local_xform(ent, xf);
|
|
#else
|
|
f32 t = (f32)time;
|
|
struct v2 og = v2_mul(V2(math_cos(t), math_sin(t)), 3);
|
|
f32 rot = t * PI / 3;
|
|
struct v2 scale = V2(1 + (math_fabs(math_sin(t * 5)) * 3), 1);
|
|
(UNUSED)og;
|
|
(UNUSED)rot;
|
|
(UNUSED)scale;
|
|
|
|
struct xform xf = entity_get_local_xform(ent);
|
|
xf = xform_rotated_to(xf, rot);
|
|
xf = xform_scaled_to(xf, scale);
|
|
entity_set_local_xform(ent, xf);
|
|
#endif
|
|
}
|
|
#endif
|
|
|
|
/* ========================== *
|
|
* Trigger equipped
|
|
* ========================== */
|
|
|
|
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_TRIGGERING_EQUIPPED)) {
|
|
struct entity *eq = entity_from_handle(store, ent->equipped);
|
|
if (entity_is_valid_and_active(eq)) {
|
|
entity_enable_prop(eq, ENTITY_PROP_TRIGGERED_THIS_TICK);
|
|
}
|
|
}
|
|
}
|
|
|
|
/* ========================== *
|
|
* Process triggered entities
|
|
* ========================== */
|
|
|
|
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_TRIGGERED_THIS_TICK)) continue;
|
|
if ((time - ent->last_triggered < ent->trigger_delay) && ent->last_triggered != 0) continue;
|
|
|
|
ent->last_triggered = time;
|
|
|
|
/* Fire weapon */
|
|
if (entity_has_prop(ent, ENTITY_PROP_WEAPON)) {
|
|
struct sprite_tag sprite = ent->sprite;
|
|
u32 animation_frame = ent->animation_frame;
|
|
struct sprite_sheet *sheet = sprite_sheet_from_tag_await(sprite_frame_scope, sprite);
|
|
|
|
struct xform sprite_local_xform = ent->sprite_local_xform;
|
|
|
|
struct sprite_sheet_slice out_slice = sprite_sheet_get_slice(sheet, STR("out"), animation_frame);
|
|
struct v2 rel_pos = xform_mul_v2(sprite_local_xform, out_slice.center);
|
|
struct v2 rel_dir = xform_basis_mul_v2(sprite_local_xform, out_slice.dir);
|
|
|
|
{
|
|
/* Spawn bullet */
|
|
struct entity *bullet = entity_alloc(root);
|
|
bullet->sprite = sprite_tag_from_path(STR("res/graphics/bullet.ase"));
|
|
|
|
bullet->bullet_src = ent->handle;
|
|
bullet->bullet_src_pos = rel_pos;
|
|
bullet->bullet_src_dir = rel_dir;
|
|
bullet->bullet_impulse = 0.25f;
|
|
//bullet->bullet_impulse = 1.f;
|
|
bullet->mass_unscaled = 0.04f;
|
|
bullet->inertia_unscaled = 0.00001f;
|
|
|
|
entity_enable_prop(bullet, ENTITY_PROP_BULLET);
|
|
}
|
|
}
|
|
}
|
|
|
|
/* ========================== *
|
|
* Create forces from control move
|
|
* ========================== */
|
|
|
|
#if 0
|
|
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;
|
|
|
|
struct v2 move = ent->control.move;
|
|
if (entity_has_prop(ent, ENTITY_PROP_PLAYER_CONTROLLED)) {
|
|
struct entity *f = entity_alloc(ent);
|
|
entity_enable_prop(f, ENTITY_PROP_FORCE);
|
|
f->force = v2_mul(move, ent->control_force);
|
|
activate_now(f);
|
|
}
|
|
}
|
|
#else
|
|
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_PLAYER_CONTROLLED)) {
|
|
struct v2 move = ent->control.move;
|
|
struct v2 force = v2_mul(move, ent->control_force);
|
|
entity_apply_force_to_center(ent, force);
|
|
}
|
|
}
|
|
#endif
|
|
|
|
/* ========================== *
|
|
* Create forces from control focus (aim)
|
|
* ========================== */
|
|
|
|
#if GAME_PLAYER_AIM
|
|
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_PLAYER_CONTROLLED)) {
|
|
struct xform xf = entity_get_xform(ent);
|
|
struct xform sprite_xf = xform_mul(xf, ent->sprite_local_xform);
|
|
f32 old_angle = xform_get_rotation(xf);
|
|
|
|
/* Solve for final angle using law of sines */
|
|
f32 final_xf_angle;
|
|
{
|
|
struct v2 ent_pos = xf.og;
|
|
struct v2 focus_pos = v2_add(ent_pos, ent->control.focus);
|
|
|
|
struct v2 sprite_hold_pos;
|
|
struct v2 sprite_hold_dir;
|
|
{
|
|
struct sprite_sheet *sheet = sprite_sheet_from_tag_await(sprite_frame_scope, ent->sprite);
|
|
struct sprite_sheet_slice slice = sprite_sheet_get_slice(sheet, STR("attach.wep"), ent->animation_frame);
|
|
sprite_hold_pos = slice.center;
|
|
sprite_hold_dir = slice.dir;
|
|
}
|
|
|
|
struct v2 hold_dir = xform_basis_mul_v2(sprite_xf, sprite_hold_dir);
|
|
struct v2 hold_pos = xform_mul_v2(sprite_xf, sprite_hold_pos);
|
|
if (v2_eq(hold_pos, ent_pos)) {
|
|
/* If hold pos is same as origin (E.G if pivot is being used as hold pos), then move hold pos forward a tad to avoid issue */
|
|
sprite_hold_pos = v2_add(sprite_hold_pos, V2(0, -1));
|
|
hold_pos = xform_mul_v2(sprite_xf, sprite_hold_pos);
|
|
}
|
|
|
|
f32 forward_hold_angle_offset;
|
|
{
|
|
struct xform xf_unrotated = xform_basis_with_rotation_world(xf, 0);
|
|
struct v2 hold_pos_unrotated = xform_mul_v2(xf_unrotated, xform_mul_v2(ent->sprite_local_xform, sprite_hold_pos));
|
|
forward_hold_angle_offset = v2_angle_from_dirs(V2(0, -1), v2_sub(hold_pos_unrotated, xf_unrotated.og));
|
|
}
|
|
|
|
struct v2 hold_ent_dir = v2_sub(ent_pos, hold_pos);
|
|
struct v2 focus_ent_dir = v2_sub(ent_pos, focus_pos);
|
|
|
|
f32 hold_ent_len = v2_len(hold_ent_dir);
|
|
f32 focus_ent_len = v2_len(focus_ent_dir);
|
|
|
|
f32 final_hold_angle_btw_ent_and_focus = v2_angle_from_dirs(hold_ent_dir, hold_dir);
|
|
f32 final_focus_angle_btw_ent_and_hold = math_asin((math_sin(final_hold_angle_btw_ent_and_focus) * hold_ent_len) / focus_ent_len);
|
|
f32 final_ent_angle_btw_focus_and_hold = PI - (final_focus_angle_btw_ent_and_hold + final_hold_angle_btw_ent_and_focus);
|
|
|
|
final_xf_angle = v2_angle_from_dirs(V2(0, -1), v2_sub(focus_pos, ent_pos)) + final_ent_angle_btw_focus_and_hold - forward_hold_angle_offset;
|
|
}
|
|
|
|
if (!F32_IS_NAN(final_xf_angle)) {
|
|
const f32 angle_error_allowed = 0.001;
|
|
f32 diff = final_xf_angle - old_angle;
|
|
if (math_fabs(diff) > angle_error_allowed) {
|
|
xf = xform_basis_rotated_world(xf, diff);
|
|
}
|
|
}
|
|
|
|
entity_set_xform(ent, xf);
|
|
}
|
|
}
|
|
#endif
|
|
|
|
/* ========================== *
|
|
* Create ground friction force (gravity)
|
|
* ========================== */
|
|
|
|
#if GAME_PHYSICS_ENABLE_GROUND_FRICTION
|
|
#if 0
|
|
/* TODO: Do this globally rather than creating entities for constant forces */
|
|
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_PHYSICAL)) continue;
|
|
if (ent->linear_ground_friction != 0) {
|
|
/* Linear velocity */
|
|
{
|
|
struct v2 linear_velocity = ent->linear_velocity;
|
|
if (!v2_is_zero(linear_velocity)) {
|
|
/* FIXME: Incorrect behavior at low FPS & low entity density */
|
|
const f32 clamp_epsilon = 0.01;
|
|
f32 linear_velocity_len = v2_len(linear_velocity);
|
|
if (linear_velocity_len >= clamp_epsilon) {
|
|
f32 force_len = -linear_velocity_len * ent->linear_ground_friction;
|
|
struct v2 force = v2_mul(v2_norm(linear_velocity), force_len);
|
|
entity_apply_force_to_center(ent, force);
|
|
} else {
|
|
/* If linear_velocity is below clamp_epsilon, stop entity movement. */
|
|
struct xform xf = entity_get_xform(ent);
|
|
f32 mass = ent->mass_unscaled * math_fabs(xform_get_determinant(xf));
|
|
struct v2 impulse = v2_mul(v2_neg(linear_velocity), mass);
|
|
entity_apply_linear_impulse_to_center(ent, impulse);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if (ent->angular_ground_friction != 0) {
|
|
/* Angular velocity */
|
|
{
|
|
f32 angular_velocity = ent->angular_velocity;
|
|
if (angular_velocity != 0) {
|
|
/* FIXME: Incorrect (just testing) */
|
|
const f32 clamp_epsilon = 0.001;
|
|
if (math_fabs(angular_velocity) >= clamp_epsilon) {
|
|
f32 torque = -angular_velocity * ent->angular_ground_friction;
|
|
entity_apply_torque(ent, torque);
|
|
} else {
|
|
/* If angular_velocity is below clamp_epsilon, stop entity movement. */
|
|
struct xform xf = entity_get_xform(ent);
|
|
f32 inertia = ent->inertia_unscaled * math_fabs(xform_get_determinant(xf));
|
|
f32 impulse = -angular_velocity * inertia;
|
|
entity_apply_angular_impulse(ent, impulse);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
#else
|
|
/* TODO: Do this globally rather than creating entities for constant forces */
|
|
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_PHYSICAL)) continue;
|
|
|
|
|
|
const f32 bla = 0.75f;
|
|
if (ent->linear_ground_friction != 0) {
|
|
ent->linear_velocity = v2_mul(ent->linear_velocity, bla);
|
|
}
|
|
if (ent->angular_ground_friction != 0) {
|
|
ent->angular_velocity *= bla;
|
|
}
|
|
}
|
|
#endif
|
|
#endif
|
|
|
|
/* ========================== *
|
|
* Physics
|
|
* ========================== */
|
|
|
|
|
|
(UNUSED)generate_contacts;
|
|
(UNUSED)solve_contacts;
|
|
(UNUSED)integrate_velocities_from_forces;
|
|
(UNUSED)integrate_positions_from_velocities;
|
|
(UNUSED)warm_start_contacts;
|
|
#if 1
|
|
{
|
|
integrate_velocities_from_forces(dt);
|
|
generate_contacts();
|
|
|
|
f32 substep_dt = dt / GAME_PHYSICS_SUBSTEPS;
|
|
for (u32 i = 0; i < GAME_PHYSICS_SUBSTEPS; ++i) {
|
|
#if GAME_PHYSICS_ENABLE_WARM_STARTING
|
|
warm_start_contacts();
|
|
#endif
|
|
#if GAME_PHYSICS_ENABLE_COLLISION
|
|
solve_contacts(substep_dt, true);
|
|
#endif
|
|
integrate_positions_from_velocities(substep_dt);
|
|
#if GAME_PHYSICS_ENABLE_COLLISION && GAME_PHYSICS_ENABLE_RELAXATION
|
|
solve_contacts(substep_dt, false); /* Relaxation */
|
|
#endif
|
|
}
|
|
}
|
|
#endif
|
|
|
|
/* ========================== *
|
|
* Initialize bullet kinematics from sources
|
|
* ========================== */
|
|
|
|
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;
|
|
|
|
/* FIXME: Apply src entity velocity to bullet velocity */
|
|
|
|
if (entity_has_prop(ent, ENTITY_PROP_BULLET) && ent->activation_tick == G.tick.tick_id) {
|
|
struct entity *src = entity_from_handle(store, ent->bullet_src);
|
|
struct xform src_xf = entity_get_xform(src);
|
|
|
|
struct v2 pos = xform_mul_v2(src_xf, ent->bullet_src_pos);
|
|
struct v2 impulse = xform_basis_mul_v2(src_xf, ent->bullet_src_dir);
|
|
impulse = v2_with_len(impulse, ent->bullet_impulse);
|
|
|
|
struct xform xf = XFORM_TRS(.t = pos, .r = v2_angle(impulse) + PI / 2);
|
|
entity_set_xform(ent, xf);
|
|
entity_enable_prop(ent, ENTITY_PROP_PHYSICAL);
|
|
|
|
entity_apply_linear_impulse_to_center(ent, impulse);
|
|
}
|
|
}
|
|
|
|
/* ========================== *
|
|
* Update camera position
|
|
* ========================== */
|
|
|
|
#if 0
|
|
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;
|
|
|
|
/* Camera follow */
|
|
if (entity_has_prop(ent, ENTITY_PROP_CAMERA)) {
|
|
struct entity *follow = entity_from_handle(store, ent->camera_follow);
|
|
|
|
struct xform xf = entity_get_xform(ent);
|
|
|
|
f32 aspect_ratio = 1.0;
|
|
{
|
|
struct xform quad_xf = xform_mul(entity_get_xform(ent), ent->camera_quad_xform);
|
|
struct v2 camera_size = xform_get_scale(quad_xf);
|
|
if (!v2_is_zero(camera_size)) {
|
|
aspect_ratio = camera_size.x / camera_size.y;
|
|
}
|
|
}
|
|
f32 ratio_y = 0.33f;
|
|
f32 ratio_x = ratio_y / aspect_ratio;
|
|
struct v2 camera_focus_dir = v2_mul_v2(follow->control.focus, V2(ratio_x, ratio_y));
|
|
struct v2 camera_focus_pos = v2_add(entity_get_xform(follow).og, camera_focus_dir);
|
|
ent->camera_xform_target = xf;
|
|
ent->camera_xform_target.og = camera_focus_pos;
|
|
|
|
/* Lerp camera */
|
|
if (ent->camera_applied_lerp_continuity_gen_plus_one == ent->camera_lerp_continuity_gen + 1) {
|
|
f32 t = 1 - math_pow(2.f, -20.f * (f32)G.tick.dt);
|
|
xf = xform_lerp(xf, ent->camera_xform_target, t);
|
|
} else {
|
|
/* Skip lerp */
|
|
xf = ent->camera_xform_target;
|
|
}
|
|
ent->camera_applied_lerp_continuity_gen_plus_one = ent->camera_lerp_continuity_gen + 1;
|
|
entity_set_xform(ent, xf);
|
|
}
|
|
#else
|
|
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;
|
|
|
|
/* Camera follow */
|
|
if (entity_has_prop(ent, ENTITY_PROP_CAMERA)) {
|
|
struct entity *follow = entity_from_handle(store, ent->camera_follow);
|
|
|
|
struct xform xf = entity_get_xform(ent);
|
|
|
|
f32 aspect_ratio = 1.0;
|
|
{
|
|
struct xform quad_xf = xform_mul(entity_get_xform(ent), ent->camera_quad_xform);
|
|
struct v2 camera_size = xform_get_scale(quad_xf);
|
|
if (!v2_is_zero(camera_size)) {
|
|
aspect_ratio = camera_size.x / camera_size.y;
|
|
}
|
|
}
|
|
f32 ratio_y = 0.33f;
|
|
f32 ratio_x = ratio_y / aspect_ratio;
|
|
struct v2 camera_focus_dir = v2_mul_v2(follow->control.focus, V2(ratio_x, ratio_y));
|
|
struct v2 camera_focus_pos = v2_add(entity_get_xform(follow).og, camera_focus_dir);
|
|
ent->camera_xform_target = xf;
|
|
ent->camera_xform_target.og = camera_focus_pos;
|
|
|
|
/* Lerp camera */
|
|
if (ent->camera_applied_lerp_continuity_gen_plus_one == ent->camera_lerp_continuity_gen + 1) {
|
|
f32 t = 1 - math_pow(2.f, -20.f * (f32)G.tick.dt);
|
|
xf = xform_lerp(xf, ent->camera_xform_target, t);
|
|
} else {
|
|
/* Skip lerp */
|
|
xf = ent->camera_xform_target;
|
|
}
|
|
ent->camera_applied_lerp_continuity_gen_plus_one = ent->camera_lerp_continuity_gen + 1;
|
|
entity_set_xform(ent, xf);
|
|
}
|
|
#endif
|
|
}
|
|
|
|
/* ========================== *
|
|
* Update sound emitters
|
|
* ========================== */
|
|
|
|
/* TODO: Sound entities should be created by game thread, but played by the
|
|
* user thread. This is so sounds play at the correct time on the user
|
|
* thread regardless of interp delay. */
|
|
|
|
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_TEST_SOUND_EMITTER)) {
|
|
struct mixer_desc desc = ent->sound_desc;
|
|
desc.speed = G.tick.timescale;
|
|
|
|
desc.pos = entity_get_xform(ent).og;
|
|
struct sound *sound = sound_load_async(ent->sound_name, 0);
|
|
b32 played = ent->sound_handle.gen != 0;
|
|
if (sound) {
|
|
if (!played) {
|
|
ent->sound_handle = mixer_play_ex(sound, desc);
|
|
} else {
|
|
mixer_track_set(ent->sound_handle, desc);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/* ========================== *
|
|
* Release entities
|
|
* ========================== */
|
|
|
|
/* TODO: Breadth first iteration to only release parent entities (since
|
|
* child entities will be released along with parent anyway) */
|
|
|
|
{
|
|
struct temp_arena temp = arena_temp_begin(scratch.arena);
|
|
|
|
struct entity **ents_to_release = arena_dry_push(temp.arena, struct entity *);
|
|
u64 ents_to_release_count = 0;
|
|
for (u64 entity_index = 0; entity_index < store->reserved; ++entity_index) {
|
|
struct entity *ent = &store->entities[entity_index];
|
|
if (!ent->valid) continue;
|
|
|
|
if (entity_has_prop(ent, ENTITY_PROP_RELEASE)) {
|
|
*arena_push(temp.arena, struct entity *) = ent;
|
|
++ents_to_release_count;
|
|
}
|
|
}
|
|
|
|
for (u64 i = 0; i < ents_to_release_count; ++i) {
|
|
struct entity *ent = ents_to_release[i];
|
|
if (ent->valid) {
|
|
entity_release(store, ent);
|
|
}
|
|
}
|
|
|
|
arena_temp_end(temp);
|
|
}
|
|
|
|
/* ========================== *
|
|
* Publish tick
|
|
* ========================== */
|
|
|
|
/* Publish tick */
|
|
publish_game_tick();
|
|
__profframe("Game");
|
|
|
|
/* ========================== *
|
|
* End frame cache scopes
|
|
* ========================== */
|
|
|
|
sprite_scope_end(sprite_frame_scope);
|
|
|
|
scratch_end(scratch);
|
|
}
|
|
|
|
/* ========================== *
|
|
* Game thread
|
|
* ========================== */
|
|
|
|
INTERNAL SYS_THREAD_ENTRY_POINT_FUNC_DEF(game_thread_entry_point, arg)
|
|
{
|
|
struct temp_arena scratch = scratch_begin_no_conflict();
|
|
|
|
(UNUSED)arg;
|
|
sys_timestamp_t last_frame_ts = 0;
|
|
f64 target_dt = GAME_FPS > (0) ? (1.0 / GAME_FPS) : 0;
|
|
while (!atomic_i32_eval(&G.game_thread_shutdown)) {
|
|
__profscope(game_update_w_sleep);
|
|
struct temp_arena temp = arena_temp_begin(scratch.arena);
|
|
sleep_frame(last_frame_ts, target_dt);
|
|
last_frame_ts = sys_timestamp();
|
|
{
|
|
struct game_cmd_array game_cmds = pop_cmds(temp.arena);
|
|
if (!G.paused) {
|
|
game_update(game_cmds);
|
|
}
|
|
/* Check for pause / next frame cmds */
|
|
for (u64 i = 0; i < game_cmds.count; ++i) {
|
|
struct game_cmd cmd = game_cmds.cmds[i];
|
|
switch (cmd.kind) {
|
|
case GAME_CMD_KIND_PAUSE: {
|
|
G.paused = !G.paused;
|
|
} break;
|
|
|
|
case GAME_CMD_KIND_STEP: {
|
|
if (G.paused) {
|
|
G.paused = false;
|
|
game_update(game_cmds);
|
|
G.paused = true;
|
|
}
|
|
} break;
|
|
|
|
default: break;
|
|
}
|
|
}
|
|
}
|
|
arena_temp_end(temp);
|
|
}
|
|
|
|
scratch_end(scratch);
|
|
}
|
|
|
|
/* ========================== *
|
|
* Interface
|
|
* ========================== */
|
|
|
|
void game_get_latest_tick(struct world *dest)
|
|
{
|
|
__prof;
|
|
struct sys_lock lock = sys_mutex_lock_s(&G.prev_tick_mutex);
|
|
world_copy_replace(dest, &G.prev_tick);
|
|
sys_mutex_unlock(&lock);
|
|
}
|
|
|
|
u64 game_get_latest_tick_id(void)
|
|
{
|
|
return atomic_u64_eval(&G.prev_tick_id);
|
|
}
|
|
|
|
void game_push_cmds(struct game_cmd_array cmd_array)
|
|
{
|
|
push_cmds(cmd_array);
|
|
}
|