renamed physics_entity_solve_contacts (was default_contact_solver)
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@ -63,7 +63,7 @@ void physics_entity_apply_collision_forces(PhysicsEntity self, List* contacts) {
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}
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}
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void default_contact_solver(PhysicsEntity self, List* contacts) {
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void physics_entity_solve_contacts(PhysicsEntity self, List* contacts) {
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RigidBody* body = self.tc->get_rigidbody(self.data);
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RigidBody* body = self.tc->get_rigidbody(self.data);
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const Transform pre_solve = *rigidbody_get_transform(body);
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const Transform pre_solve = *rigidbody_get_transform(body);
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// attempt to solve constraints
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// attempt to solve constraints
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@ -23,7 +23,7 @@ typedef struct {
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} PhysicsEntity;
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} PhysicsEntity;
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extern void physics_entity_debug_draw(PhysicsEntity self);
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extern void physics_entity_debug_draw(PhysicsEntity self);
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extern void default_contact_solver(PhysicsEntity self, List* contacts);
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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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extern void physics_entity_update(PhysicsEntity self);
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@ -25,7 +25,7 @@ void player_spawn(Player* self, Vector at) {
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}
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}
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void player_collision_solver(Player* self, List* contacts) {
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void player_collision_solver(Player* self, List* contacts) {
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default_contact_solver(Player_as_PhysicsEntity(self), contacts);
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physics_entity_solve_contacts(Player_as_PhysicsEntity(self), contacts);
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}
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}
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void player_start(Player* self) {
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void player_start(Player* self) {
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@ -147,4 +147,5 @@ float* tile_instance_get_rotation(TileInstance* self) {
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return &self->transform.rotation;
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return &self->transform.rotation;
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}
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}
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impl_PhysicsEntity_default_solver(tile_instance_solve_contacts, TileInstance)
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void tile_instance_solve_contacts(TileInstance* self, List* contacts) {}
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