feat: colliders now have a separate 'mask' and 'layers'
The mask decides the layers a collider collides with
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@ -7,10 +7,11 @@ struct Collider {
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PhysicsEntity owner;
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RigidBody* body;
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PhysicsMask layers;
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PhysicsMask mask;
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int overlap;
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};
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Collider* collider_new(PhysicsEntity owner, Shape* shape, int overlap, PhysicsMask layers) {
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Collider* collider_new(PhysicsEntity owner, Shape* shape, int overlap, PhysicsMask layers, PhysicsMask mask) {
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Collider* self = malloc(sizeof(Collider));
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ASSERT_RETURN(self != NULL, NULL, "Failed to allocate space for Collider");
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*self = (Collider) {
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@ -18,6 +19,7 @@ Collider* collider_new(PhysicsEntity owner, Shape* shape, int overlap, PhysicsMa
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.owner = owner,
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.body = owner.tc->get_rigidbody(owner.data),
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.layers = layers,
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.mask = mask,
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.overlap = overlap,
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};
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rigidbody_add_collider(self->body, self);
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@ -34,7 +36,7 @@ PhysicsQuery collider_to_query(Collider* self) {
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return (PhysicsQuery) {
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.shape = self->shape,
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.transform = rigidbody_get_transform(self->body),
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.mask = self->layers
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.mask = self->mask
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};
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}
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@ -54,6 +56,22 @@ void collider_set_overlap(Collider* self, int value) {
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self->overlap = value;
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}
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PhysicsMask collider_get_mask(const Collider* self) {
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return self->mask;
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}
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void collider_set_mask(Collider* self, PhysicsMask mask) {
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self->mask = mask;
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}
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PhysicsMask collider_get_layers(const Collider* self) {
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return self->layers;
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}
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void collider_set_layers(Collider* self, PhysicsMask layers) {
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self->layers = layers;
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}
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PhysicsEntity collider_get_owner(Collider* self) {
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return self->owner;
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}
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@ -6,7 +6,7 @@
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typedef struct Collider Collider;
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extern Collider* collider_new(PhysicsEntity owner, Shape* shape, int overlap, PhysicsMask layers);
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extern Collider* collider_new(PhysicsEntity owner, Shape* shape, int overlap, PhysicsMask layers, PhysicsMask mask);
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extern void collider_destroy(Collider* self);
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extern PhysicsQuery collider_to_query(Collider* self);
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@ -16,6 +16,12 @@ extern RigidBody* collider_get_rigidbody(Collider* self);
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extern int collider_is_overlap(Collider* self);
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extern void collider_set_overlap(Collider* self, int value);
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extern PhysicsMask collider_get_mask(const Collider* self);
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extern void collider_set_mask(Collider* self, PhysicsMask mask);
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extern PhysicsMask collider_get_layers(const Collider* self);
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extern void collider_set_layers(Collider* self, PhysicsMask layers);
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extern PhysicsEntity collider_get_owner(Collider* self);
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#endif // !_fencer_collider_h
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@ -138,6 +138,8 @@ Collision collision_invert(Collision collision_a, Collider* a) {
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}
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int collision_check(Collider* a, Collider* b, Collision* out_a, Collision* out_b) {
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if(!(collider_get_layers(a) & collider_get_mask(b)) || !(collider_get_mask(a) & collider_get_layers(b)))
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return 0;
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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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@ -183,5 +185,5 @@ int _internal_overlap_check(PhysicsQuery a, PhysicsQuery b) {
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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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return (query.mask & collider_get_layers(collider)) != 0 && (_internal_overlap_check(query, collider_query) || _internal_overlap_check(collider_query, query));
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}
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@ -59,13 +59,14 @@ Enemy* MakeEnemy() {
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};
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self->rigidbody = rigidbody_make(Enemy_as_PhysicsEntity(self));
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self->collider = collider_new(Enemy_as_PhysicsEntity(self), shape_new_square(MakeVector(0.2f, 0.05f)), 0, PHYSICS_LAYER_DEFAULT);
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self->collider = collider_new(Enemy_as_PhysicsEntity(self), shape_new_square(MakeVector(0.2f, 0.05f)), 0,
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PHYSICS_LAYER_DEFAULT, PHYSICS_LAYER_DEFAULT);
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self->collider = collider_new(Enemy_as_PhysicsEntity(self), shape_new((Vector[]){
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MakeVector(-0.2f, -0.95f),
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MakeVector( 0.2f, -0.95f),
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MakeVector( 0.2f, 0.0f),
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MakeVector(-0.2f, 0.0f),
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}, 4), 1, PHYSICS_LAYER_COMBAT);
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}, 4), 1, PHYSICS_LAYER_COMBAT, 0x0);
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PhysicsEntity pe = Enemy_as_PhysicsEntity(self);
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LOG_INFO("enemy instantiated mirroring as: %s", pe.mirror->get_typestring(pe.data));
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@ -1,6 +1,7 @@
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#ifndef FIGHT_LAYERS_H
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#define FIGHT_LAYERS_H
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#define PHYSICS_LAYER_COMBAT 0x2
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#define PHYSICS_LAYER_CHARACTERS 0x2
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#define PHYSICS_LAYER_COMBAT 0x3
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#endif // !FIGHT_LAYERS_H
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#endif // !FIGHT_LAYERS_H
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@ -95,13 +95,13 @@ Player* MakePlayer() {
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MakeVector( 0.2f, -0.065f),
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MakeVector( 0.2f, 0.065f),
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MakeVector(-0.2f, 0.065f)
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}, 4), 0, PHYSICS_LAYER_DEFAULT);
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}, 4), 0, PHYSICS_LAYER_CHARACTERS, PHYSICS_LAYER_DEFAULT);
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self->hitbox = collider_new(Player_as_PhysicsEntity(self), shape_new((Vector[]){
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MakeVector(-0.2f, -0.95f),
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MakeVector( 0.2f, -0.95f),
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MakeVector( 0.2f, 0.00f),
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MakeVector(-0.2f, 0.00f)
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}, 3), 1, PHYSICS_LAYER_COMBAT);
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}, 3), 1, PHYSICS_LAYER_COMBAT, 0x0);
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sprite_set_origin(self->sprite, MakeVector(0.45f, 0.925f));
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@ -41,7 +41,7 @@ Prop* MakeProp(Sprite* sprite, Shape* shape) {
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.collisionShape = NULL
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};
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self->rigidbody = rigidbody_make(Prop_as_PhysicsEntity(self));
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self->collisionShape = collider_new(Prop_as_PhysicsEntity(self), shape, 0, PHYSICS_LAYER_DEFAULT);
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self->collisionShape = collider_new(Prop_as_PhysicsEntity(self), shape, 0, PHYSICS_LAYER_DEFAULT, PHYSICS_LAYER_DEFAULT);
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rigidbody_set_static(self->rigidbody, 1);
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sprite_set_origin(self->sprite, MakeVector(0.5f, 1.0f));
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return self;
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