feat(physics): reworked physics to use colliders, allowing for bodies with multiple colliders
This commit is contained in:
parent
84a940d046
commit
240186c8de
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@ -1,6 +1,7 @@
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#include "collision.h"
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#include "vmath.h"
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#include "rigidbody.h"
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#include "collider.h"
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// =====================================================
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// Shape overlap test using the separating axis theorem
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@ -49,18 +50,18 @@ Vector _internal_collision_overlap_on_axis(PhysicsQuery self, PhysicsQuery other
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}
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static
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int _internal_collision_get_collisions(PhysicsEntity self, PhysicsEntity other, Collision* out) {
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int _internal_collision_get_collisions(Collider* self, Collider* other, Collision* out) {
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// get components used
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Shape* self_shape = self.tc->get_shape(self.data);
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Transform* self_transform = self.transformable->get_transform(self.data);
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Shape* self_shape = collider_get_shape(self);
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Transform* self_transform = rigidbody_get_transform(collider_get_rigidbody(self));
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PhysicsQuery self_query = {
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.shape = self_shape,
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.transform = self_transform,
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.mask = 0x0 // not used
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};
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PhysicsQuery other_query = {
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.shape = other.tc->get_shape(other.data),
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.transform = other.transformable->get_transform(other.data),
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.shape = collider_get_shape(other),
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.transform = rigidbody_get_transform(collider_get_rigidbody(other)),
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.mask = 0x0 // not used
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};
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@ -77,8 +78,8 @@ int _internal_collision_get_collisions(PhysicsEntity self, PhysicsEntity other,
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// the next point on the line
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size_t next_index = (point_index + 1) % self_point_count;
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// get the two points defining the collision edge
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Vector edge_lhs = shape_get_point_transformed(self.tc->get_shape(self.data), point_index, *self_transform);
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Vector edge_rhs = shape_get_point_transformed(self.tc->get_shape(self.data), next_index, *self_transform);
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Vector edge_lhs = shape_get_point_transformed(self_shape, point_index, *self_transform);
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Vector edge_rhs = shape_get_point_transformed(self_shape, next_index, *self_transform);
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// the direction of the line
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Vector normal = vnormalizedf(vperpendicularf(vsubf(edge_rhs, edge_lhs)));
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@ -96,8 +97,8 @@ int _internal_collision_get_collisions(PhysicsEntity self, PhysicsEntity other,
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}
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}
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RigidBody* rba = self.tc->get_rigidbody(self.data);
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RigidBody* rbb = other.tc->get_rigidbody(other.data);
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RigidBody* rba = collider_get_rigidbody(self);
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RigidBody* rbb = collider_get_rigidbody(other);
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const Vector velocity = vsubf(rigidbody_get_velocity(rba), rigidbody_get_velocity(rbb));
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const Vector normal = vnormalizedf(shortest_escape);
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Vector world_point = _internal_collision_get_range_on_axis(self_query, normal).minpoint;
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@ -118,9 +119,9 @@ int _internal_collision_get_collisions(PhysicsEntity self, PhysicsEntity other,
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return !veqf(shortest_escape, ZeroVector);
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}
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Collision collision_invert(Collision collision_a, PhysicsEntity a) {
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RigidBody* body = collision_a.other.tc->get_rigidbody(collision_a.other.data);
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Shape* shape = collision_a.other.tc->get_shape(collision_a.other.data);
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Collision collision_invert(Collision collision_a, Collider* a) {
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RigidBody* body = collider_get_rigidbody(a);
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Shape* shape = collider_get_shape(a);
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Transform* transform = rigidbody_get_transform(body);
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Vector world_point = _internal_collision_get_range_on_axis((PhysicsQuery){.shape = shape, .transform = transform }, collision_a.normal).maxpoint;
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@ -136,7 +137,7 @@ Collision collision_invert(Collision collision_a, PhysicsEntity a) {
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};
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}
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int collision_check(PhysicsEntity a, PhysicsEntity b, Collision* out_a, Collision* out_b) {
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int collision_check(Collider* a, Collider* b, Collision* out_a, Collision* out_b) {
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Collision collision_a, collision_b;
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int collision_a_overlaps = _internal_collision_get_collisions(a, b, &collision_a);
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int collision_b_overlaps = _internal_collision_get_collisions(b, a, &collision_b);
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@ -180,11 +181,7 @@ int _internal_overlap_check(PhysicsQuery a, PhysicsQuery b) {
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return 1;
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}
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int overlap_check(PhysicsQuery query, PhysicsEntity entity) {
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PhysicsQuery entity_q = {
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.shape = entity.tc->get_shape(entity.data),
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.transform = entity.transformable->get_transform(entity.data),
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.mask = rigidbody_get_layers(entity.tc->get_rigidbody(entity.data)),
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};
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return (query.mask & entity_q.mask) != 0 && _internal_overlap_check(query, entity_q) || _internal_overlap_check(entity_q, query);
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int overlap_check(PhysicsQuery query, Collider* collider) {
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PhysicsQuery collider_query = collider_to_query(collider);
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return (query.mask & collider_query.mask) != 0 && _internal_overlap_check(query, collider_query) || _internal_overlap_check(collider_query, query);
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}
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@ -3,31 +3,13 @@
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#include "shape.h"
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#include "physics_entity.h"
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#include <stddef.h>
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#include "rigidbody.h"
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#include "physics.h"
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typedef uint32_t PhysicsMask;
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typedef struct Collider Collider;
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typedef struct Collision {
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PhysicsEntity other;
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Vector point;
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Vector normal;
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Vector velocity;
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Vector penetration_vector;
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Vector edge_left;
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Vector edge_right;
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} Collision;
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typedef struct PhysicsQuery {
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Shape* shape;
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Transform* transform;
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PhysicsMask mask;
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} PhysicsQuery;
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extern Collision collision_invert(Collision src, PhysicsEntity new_other);
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extern int collision_check(PhysicsEntity a, PhysicsEntity b, Collision* out_a, Collision* out_b);
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extern int overlap_check(PhysicsQuery query, PhysicsEntity entity);
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extern Collision collision_invert(Collision src, Collider* new_other);
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extern int collision_check(Collider* a, Collider* b, Collision* out_a, Collision* out_b);
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extern int overlap_check(PhysicsQuery query, Collider* collider);
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#endif // !_fencer_collision_h
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@ -4,13 +4,15 @@
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#include "shape.h"
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#include "render.h"
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#include "debug.h"
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#include "collider.h"
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void physics_entity_debug_draw(PhysicsEntity self) {
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RigidBody* body = self.tc->get_rigidbody(self.data);
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Shape* shape = self.tc->get_shape(self.data);
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Transform* transform = self.transformable->get_transform(self.data);
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Transform* transform = rigidbody_get_transform(body);
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shape_draw(shape, *transform);
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list_foreach(Collider**, collider, rigidbody_get_colliders(body)) {
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shape_draw(collider_get_shape(*collider), *transform);
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}
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rigidbody_debug_draw_contacts(body);
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Vector lhs = transform->position;
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@ -81,18 +83,14 @@ void physics_entity_update(PhysicsEntity self) {
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List* contacts = rigidbody_get_contacts(body);
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if(contacts->len > 0) {
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if(rigidbody_get_overlap(body) == 1) {
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list_foreach(Contact*, contact, contacts)
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self.tc->on_overlap(self.data, contact->hit.other);
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} else {
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if (rigidbody_is_static(body) == 0) {
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physics_entity_solve_contacts(self, contacts);
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}
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list_foreach(Contact *, contact, contacts) {
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self.tc->on_collision(self.data, contact->hit);
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}
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}
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}
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rigidbody_collect_contacts(body);
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ASSERT_RETURN(!visnanf(rigidbody_get_velocity(body)),, "Velocity is NaN (1)");
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@ -1,20 +1,20 @@
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#ifndef _fencer_collidable_h
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#define _fencer_collidable_h
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#include "vmath.h"
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#include "typeclass_helpers.h"
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#include "list.h"
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#include "shape.h"
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#include "transformable.h"
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typedef struct Collider Collider;
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typedef struct Collision Collision;
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typedef struct RigidBody RigidBody;
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typedef struct PhysicsEntity PhysicsEntity;
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typedef struct IPhysicsEntity {
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RigidBody* (*const get_rigidbody)(void* self);
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Shape* (*const get_shape)(void* self);
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void(*const on_collision)(void* self, Collision collision);
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void(*const on_overlap)(void* self, PhysicsEntity other);
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void(*const on_overlap)(void* self, Collider* other);
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} IPhysicsEntity;
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typedef struct PhysicsEntity {
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@ -28,18 +28,15 @@ extern void physics_entity_solve_contacts(PhysicsEntity self, List* contacts);
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extern void physics_entity_update(PhysicsEntity self);
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#define impl_PhysicsEntity_for(T, get_rigidbody_f, get_shape_f, on_collision_f, on_overlap_f)\
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#define impl_PhysicsEntity_for(T, get_rigidbody_f, on_collision_f, on_overlap_f)\
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static inline PhysicsEntity T##_as_PhysicsEntity(T* x) {\
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TC_FN_TYPECHECK(Transformable, T##_as_Transformable, T*);\
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TC_FN_TYPECHECK(RigidBody*, get_rigidbody_f, T*);\
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TC_FN_TYPECHECK(Shape*, get_shape_f, T*);\
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TC_FN_TYPECHECK(void, on_collision_f, T*, Collision);\
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TC_FN_TYPECHECK(void, on_overlap_f, T*, PhysicsEntity);\
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TC_FN_TYPECHECK(void, on_overlap_f, T*, Collider*);\
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static IPhysicsEntity const tc = {\
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.get_rigidbody = (RigidBody*(*const)(void*)) get_rigidbody_f,\
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.get_shape = (Shape*(*const)(void*)) get_shape_f,\
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.on_collision = (void(*const)(void*,Collision)) on_collision_f,\
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.on_overlap = (void(*const)(void*,PhysicsEntity)) on_overlap_f,\
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.on_overlap = (void(*const)(void*,Collider*)) on_overlap_f,\
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};\
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Transformable transformable = T##_as_Transformable(x);\
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return (PhysicsEntity){.data = x, .tc = &tc, .transformable = transformable.tc};\
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@ -1,6 +1,7 @@
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#include "physics_world.h"
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#include "debug.h"
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#include "collision.h"
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#include "collider.h"
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#include "rigidbody.h"
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static List _world_bodies;
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@ -29,30 +30,53 @@ void physics_world_remove_entity(PhysicsEntity entity) {
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ASSERT_RETURN(0,, "Physics entity with data at %p is not registered in physics world", entity.data);
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}
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PhysicsEntity physics_world_query(PhysicsQuery query) {
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list_foreach(PhysicsEntity*, entity, &_world_bodies) {
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if(overlap_check(query, *entity))
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return *entity;
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Collider* physics_world_query(PhysicsQuery query) {
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list_foreach(RigidBody**, body, &_world_bodies) {
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list_foreach(Collider**, collider, rigidbody_get_colliders(*body)) {
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if(overlap_check(query, *collider))
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return *collider;
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}
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}
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return NULL;
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}
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static inline
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void _internal_physics_check_entities(PhysicsEntity left, PhysicsEntity right) {
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RigidBody* rbleft = left.tc->get_rigidbody(left.data);
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RigidBody* rbright = right.tc->get_rigidbody(right.data);
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Collision collision_left, collision_right;
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int is_overlap = 0;
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list_foreach(Collider**, left_col, rigidbody_get_colliders(rbleft)) {
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list_foreach(Collider**, right_col, rigidbody_get_colliders(rbright)) {
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is_overlap = collider_is_overlap(*left_col) || collider_is_overlap(*right_col);
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if(collision_check(*left_col, *right_col, &collision_left, &collision_right)) {
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if(is_overlap) {
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left.tc->on_overlap(left.data, *right_col);
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right.tc->on_overlap(right.data, *left_col);
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} else {
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rigidbody_add_contact(rbleft, collision_left);
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rigidbody_add_contact(rbright, collision_right);
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}
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}
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}
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}
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}
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static inline
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void _internal_physics_narrow_collision() {
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size_t half_end = _world_bodies.len/2;
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Collision collision_left, collision_right;
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PhysicsEntity* right = NULL;
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list_foreach(PhysicsEntity*, left, &_world_bodies) {
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for(size_t right_index = 0; right_index < half_end; ++right_index) {
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right = list_at_as(PhysicsEntity, &_world_bodies, right_index);
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if(left->data == right->data) continue;
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if(collision_check(*left, *right, &collision_left, &collision_right)) {
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left->tc->on_collision(left->data, collision_left);
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right->tc->on_collision(right->data, collision_right);
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rigidbody_add_contact(left->tc->get_rigidbody(left->data), collision_left);
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rigidbody_add_contact(right->tc->get_rigidbody(right->data), collision_right);
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}
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if(left->data == right->data) continue;
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_internal_physics_check_entities(*left, *right);
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}
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}
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}
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@ -10,7 +10,7 @@ extern void physics_world_clean();
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extern void physics_world_add_entity(PhysicsEntity entity);
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extern void physics_world_remove_entity(PhysicsEntity entity);
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extern PhysicsEntity physics_world_query(PhysicsQuery query);
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extern Collider* physics_world_query(PhysicsQuery query);
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extern void physics_world_tick();
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@ -19,7 +19,8 @@ struct RigidBody {
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PhysicsMask layers;
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PhysicsMask collision_mask;
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int overlap;
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List colliders;
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int is_static;
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List contacts;
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@ -42,7 +43,7 @@ RigidBody* rigidbody_make(Transformable transform) {
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.layers = 0x1,
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.collision_mask = 0x1,
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.overlap = 0,
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.colliders = list_from_type(Collider*),
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.is_static = 0,
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@ -158,14 +159,6 @@ void rigidbody_set_collision_mask(RigidBody* self, PhysicsMask mask) {
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self->collision_mask = mask;
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}
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int rigidbody_get_overlap(RigidBody* self) {
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return self->overlap;
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}
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void rigidbody_set_overlap(RigidBody* self, int value) {
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self->overlap = 1;
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}
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int rigidbody_is_static(RigidBody* self) {
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return self->is_static;
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}
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@ -187,6 +180,23 @@ Vector rigidbody_get_force(RigidBody* self) {
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return self->next_linear_force;
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}
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void rigidbody_add_collider(RigidBody *self, Collider* collider) {
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list_add(&self->colliders, &collider);
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}
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void rigidbody_remove_collider(RigidBody *self, Collider* collider) {
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for(size_t i = 0; i < self->colliders.len; ++i) {
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if(collider == *list_at_as(Collider*, &self->colliders, i)) {
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list_erase(&self->colliders, i);
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return;
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}
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}
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}
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List* rigidbody_get_colliders(RigidBody* self) {
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return &self->colliders;
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}
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void rigidbody_debug_draw_contacts(RigidBody* self) {
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list_foreach(Contact*, contact, &self->contacts) {
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_internal_debug_draw_collision_edge(self, contact);
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@ -4,12 +4,11 @@
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#include "shape.h"
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#include "transformable.h"
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#include "list.h"
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#include "collision.h"
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#include "stdint.h"
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#include "physics.h"
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struct Collision;
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typedef struct {
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struct Collision hit;
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Collision hit;
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float duration;
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} Contact;
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@ -54,7 +53,12 @@ extern void rigidbody_set_velocity(RigidBody* self, Vector velocity);
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extern Vector rigidbody_get_force(RigidBody* self);
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extern void rigidbody_add_collider(RigidBody* self, Collider* collider);
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extern void rigidbody_remove_collider(RigidBody* self, Collider* collider);
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extern List* rigidbody_get_colliders(RigidBody* self);
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extern void rigidbody_debug_draw_contacts(RigidBody* self);
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extern Transform* rigidbody_get_transform(RigidBody* self);
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impl_Transformable_for(RigidBody,
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@ -27,12 +27,7 @@ Player* MakePlayer() {
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*self = (Player) {
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.transform = IdentityTransform,
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.rigidbody = NULL,
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.collisionShape = shape_new((Vector[]){
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MakeVector(-0.15, -0.15),
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MakeVector( 0.15, -0.15),
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MakeVector( 0.15, 0.0),
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MakeVector(-0.15, 0.0)
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}, 4),
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.physicsCollider = NULL,
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.playerInput = playerinput_new(self, -1),
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.moveInput = ZeroVector,
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.attackInput = 0,
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@ -45,8 +40,14 @@ Player* MakePlayer() {
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};
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self->rigidbody = rigidbody_make(Player_as_Transformable(self));
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self->physicsCollider = collider_new(self->rigidbody, shape_new((Vector[]){
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MakeVector(-0.15, -0.065),
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MakeVector( 0.15, -0.065),
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MakeVector( 0.15, 0.065),
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MakeVector(-0.15, 0.065)
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}, 4), 0, 0x1);
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||||
sprite_set_origin(self->sprite, MakeVector(0.45f, 1.f));
|
||||
sprite_set_origin(self->sprite, MakeVector(0.45f, 0.925f));
|
||||
|
||||
self->idle = animation_sprite_new(self->sprite, spritesheet_load("assets/Player_Idle.png", IVectorFrom(512)), 1.5f, LoopMode_Loop);
|
||||
self->walk = animation_sprite_new(self->sprite, spritesheet_load("assets/Player_Walk.png", IVectorFrom(512)), 5.f, LoopMode_Loop);
|
||||
|
@ -70,8 +71,8 @@ Player* SpawnPlayer(Vector location) {
|
|||
}
|
||||
|
||||
void DestroyPlayer(Player* self) {
|
||||
collider_destroy(self->physicsCollider);
|
||||
rigidbody_destroy(self->rigidbody);
|
||||
shape_destroy(self->collisionShape);
|
||||
|
||||
playerinput_drop(self->playerInput);
|
||||
|
||||
|
@ -105,7 +106,7 @@ void PlayerUpdate(Player* self, float deltaTime) {
|
|||
|
||||
void PlayerDraw(Player* self) {
|
||||
animation_sprite_draw(self->currentAnimation, &self->transform);
|
||||
shape_draw(self->collisionShape, self->transform);
|
||||
shape_draw(collider_get_shape(self->physicsCollider), self->transform);
|
||||
}
|
||||
|
||||
Transform* PlayerGetTransform(Player* self) {
|
||||
|
@ -116,9 +117,5 @@ RigidBody* PlayerGetRigidBody(Player* self) {
|
|||
return self->rigidbody;
|
||||
}
|
||||
|
||||
Shape* PlayerGetCollisionShape(Player* self) {
|
||||
return self->collisionShape;
|
||||
}
|
||||
|
||||
void PlayerOnCollision(Player* self, Collision collision) {}
|
||||
void PlayerOnOverlap(Player* self, PhysicsEntity other) {}
|
||||
void PlayerOnOverlap(Player* self, Collider* other) {}
|
||||
|
|
|
@ -10,7 +10,7 @@
|
|||
#include "transform.h"
|
||||
#include "player_input.h"
|
||||
#include "rigidbody.h"
|
||||
#include "shape.h"
|
||||
#include "collider.h"
|
||||
|
||||
extern const Vector PLAYER_SPEED;
|
||||
|
||||
|
@ -18,7 +18,7 @@ typedef struct Player {
|
|||
Transform transform;
|
||||
|
||||
RigidBody* rigidbody;
|
||||
Shape* collisionShape;
|
||||
Collider* physicsCollider;
|
||||
|
||||
PlayerInput* playerInput;
|
||||
|
||||
|
@ -52,9 +52,8 @@ void PlayerDraw(Player* self);
|
|||
Transform* PlayerGetTransform(Player* self);
|
||||
|
||||
RigidBody* PlayerGetRigidBody(Player* self);
|
||||
Shape* PlayerGetCollisionShape(Player* self);
|
||||
void PlayerOnCollision(Player* self, Collision collision);
|
||||
void PlayerOnOverlap(Player* self, PhysicsEntity other);
|
||||
void PlayerOnOverlap(Player* self, Collider* other);
|
||||
|
||||
static long PlayerGetDepth(Player* self) { return -(int)(self->transform.position.y * 1000); }
|
||||
|
||||
|
@ -75,7 +74,6 @@ impl_Transformable_for(Player,
|
|||
|
||||
impl_PhysicsEntity_for(Player,
|
||||
PlayerGetRigidBody,
|
||||
PlayerGetCollisionShape,
|
||||
PlayerOnCollision,
|
||||
PlayerOnOverlap
|
||||
)
|
||||
|
|
|
@ -10,15 +10,16 @@ Prop* MakeProp(Sprite* sprite, Shape* shape) {
|
|||
.transform = IdentityTransform,
|
||||
.sprite = sprite,
|
||||
.rigidbody = NULL,
|
||||
.collisionShape = shape
|
||||
.collisionShape = NULL
|
||||
};
|
||||
self->rigidbody = rigidbody_make(Prop_as_Transformable(self));
|
||||
self->collisionShape = collider_new(self->rigidbody, shape, 0, 0x1);
|
||||
rigidbody_set_static(self->rigidbody, 1);
|
||||
sprite_set_origin(self->sprite, MakeVector(0.5f, 1.0f));
|
||||
return self;
|
||||
}
|
||||
|
||||
Prop* SpawnProp(Vector location, Sprite* sprite, Shape* shape) {
|
||||
Prop* SpawnProp(Vector location, Sprite* sprite, Shape* shape, Vector origin) {
|
||||
Prop* self = MakeProp(sprite, shape);
|
||||
|
||||
self->transform.position
|
||||
|
@ -28,13 +29,15 @@ Prop* SpawnProp(Vector location, Sprite* sprite, Shape* shape) {
|
|||
game_world_add_entity(Prop_as_BehaviourEntity(self));
|
||||
physics_world_add_entity(Prop_as_PhysicsEntity(self));
|
||||
|
||||
sprite_set_origin(self->sprite, origin);
|
||||
|
||||
return self;
|
||||
}
|
||||
|
||||
void DestroyProp(Prop* self) {
|
||||
sprite_destroy(self->sprite);
|
||||
collider_destroy(self->collisionShape);
|
||||
rigidbody_destroy(self->rigidbody);
|
||||
shape_destroy(self->collisionShape);
|
||||
free(self);
|
||||
}
|
||||
|
||||
|
@ -43,11 +46,11 @@ void PropUpdate(Prop* self, float deltaTime) {}
|
|||
|
||||
void PropDraw(Prop* self) {
|
||||
sprite_draw(self->sprite, self->transform);
|
||||
shape_draw(self->collisionShape, self->transform);
|
||||
shape_draw(collider_get_shape(self->collisionShape), self->transform);
|
||||
}
|
||||
|
||||
void PropOnCollision(Prop* self, Collision collision) {}
|
||||
void PropOnOverlap(Prop* self, PhysicsEntity other) {}
|
||||
void PropOnOverlap(Prop* self, Collider* other) {}
|
||||
|
||||
Transform* PropGetTransform(Prop* self) {
|
||||
return &self->transform;
|
||||
|
@ -56,7 +59,3 @@ Transform* PropGetTransform(Prop* self) {
|
|||
RigidBody* PropGetRigidBody(Prop* self) {
|
||||
return self->rigidbody;
|
||||
}
|
||||
|
||||
Shape* PropGetCollisionShape(Prop* self) {
|
||||
return self->collisionShape;
|
||||
}
|
||||
|
|
|
@ -8,17 +8,17 @@
|
|||
#include "transform.h"
|
||||
#include "sprite.h"
|
||||
#include "rigidbody.h"
|
||||
#include "shape.h"
|
||||
#include "collider.h"
|
||||
|
||||
typedef struct Prop {
|
||||
Transform transform;
|
||||
Sprite* sprite;
|
||||
RigidBody* rigidbody;
|
||||
Shape* collisionShape;
|
||||
Collider* collisionShape;
|
||||
} Prop;
|
||||
|
||||
Prop* MakeProp(Sprite* sprite, Shape* shape);
|
||||
Prop* SpawnProp(Vector location, Sprite* sprite, Shape* shape);
|
||||
Prop* SpawnProp(Vector location, Sprite* sprite, Shape* shape, Vector origin);
|
||||
void DestroyProp(Prop* self);
|
||||
|
||||
void PropStart(Prop* self);
|
||||
|
@ -26,11 +26,10 @@ void PropUpdate(Prop* self, float deltaTime);
|
|||
void PropDraw(Prop* self);
|
||||
|
||||
void PropOnCollision(Prop* self, Collision collision);
|
||||
void PropOnOverlap(Prop* self, PhysicsEntity other);
|
||||
void PropOnOverlap(Prop* self, Collider* other);
|
||||
|
||||
Transform* PropGetTransform(Prop* self);
|
||||
RigidBody* PropGetRigidBody(Prop* self);
|
||||
Shape* PropGetCollisionShape(Prop* self);
|
||||
|
||||
static long PropGetDepth(Prop* self) { return -(int)(self->transform.position.y * 1000); }
|
||||
|
||||
|
@ -40,7 +39,6 @@ impl_Transformable_for(Prop,
|
|||
|
||||
impl_PhysicsEntity_for(Prop,
|
||||
PropGetRigidBody,
|
||||
PropGetCollisionShape,
|
||||
PropOnCollision,
|
||||
PropOnOverlap
|
||||
)
|
||||
|
|
|
@ -8,11 +8,12 @@ void play() {
|
|||
SpawnProp(MakeVector(2.f, 0.f),
|
||||
sprite_from_spritesheet(spritesheet_load("assets/bag.png", IVectorFrom(512)), 0),
|
||||
shape_new((Vector[]){
|
||||
MakeVector(-0.25, -0.1),
|
||||
MakeVector(0.25, -0.1),
|
||||
MakeVector(0.25, 0.0),
|
||||
MakeVector(-0.25, 0.0)
|
||||
}, 4)
|
||||
MakeVector(-0.2, -0.1),
|
||||
MakeVector( 0.2, -0.1),
|
||||
MakeVector( 0.2, 0.05),
|
||||
MakeVector(-0.2, 0.05)
|
||||
}, 4),
|
||||
MakeVector(0.5f, .95f)
|
||||
);
|
||||
SpawnPlayer(ZeroVector);
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue