feat(physics): physics entity no longer requires a collision solver, removing support for custom solvers

This commit is contained in:
Sara 2023-11-24 21:15:36 +01:00
parent 90dc3e1792
commit 5043f1a53e
2 changed files with 7 additions and 7 deletions

View file

@ -85,11 +85,14 @@ void physics_entity_update(PhysicsEntity self) {
list_foreach(Contact*, contact, contacts)
self.tc->on_overlap(self.data, contact->hit.other);
} else {
self.tc->collision_solver(self.data, contacts);
list_foreach(Contact*, contact, contacts)
if(!rigidbody_is_static(body)) {
physics_entity_solve_contacts(self, contacts);
}
list_foreach(Contact*, contact, contacts) {
self.tc->on_collision(self.data, contact->hit);
}
}
}
rigidbody_collect_contacts(body);
ASSERT_RETURN(!visnanf(rigidbody_get_velocity(body)),, "Velocity is NaN (1)");

View file

@ -15,7 +15,6 @@ typedef struct IPhysicsEntity {
Shape* (*const get_shape)(void* self);
void(*const on_collision)(void* self, Collision collision);
void(*const on_overlap)(void* self, PhysicsEntity other);
void(*const collision_solver)(void* self, List* collisions);
} IPhysicsEntity;
typedef struct PhysicsEntity {
@ -29,20 +28,18 @@ extern void physics_entity_solve_contacts(PhysicsEntity self, List* contacts);
extern void physics_entity_update(PhysicsEntity self);
#define impl_PhysicsEntity_for(T, get_rigidbody_f, get_shape_f, on_collision_f, on_overlap_f, collision_solver_f)\
#define impl_PhysicsEntity_for(T, get_rigidbody_f, get_shape_f, on_collision_f, on_overlap_f)\
static inline PhysicsEntity T##_as_PhysicsEntity(T* x) {\
TC_FN_TYPECHECK(Transformable, T##_as_Transformable, T*);\
TC_FN_TYPECHECK(RigidBody*, get_rigidbody_f, T*);\
TC_FN_TYPECHECK(Shape*, get_shape_f, T*);\
TC_FN_TYPECHECK(void, on_collision_f, T*, Collision);\
TC_FN_TYPECHECK(void, on_overlap_f, T*, PhysicsEntity);\
TC_FN_TYPECHECK(void, collision_solver_f, T*, List*);\
static IPhysicsEntity const tc = {\
.get_rigidbody = (RigidBody*(*const)(void*)) get_rigidbody_f,\
.get_shape = (Shape*(*const)(void*)) get_shape_f,\
.on_collision = (void(*const)(void*,Collision)) on_collision_f,\
.on_overlap = (void(*const)(void*,PhysicsEntity)) on_overlap_f\
.collision_solver = (void(*const)(void*,List*)) collision_solver_f,\
.on_overlap = (void(*const)(void*,PhysicsEntity)) on_overlap_f,\
};\
Transformable transformable = T##_as_Transformable(x);\
return (PhysicsEntity){.data = x, .tc = &tc, .transformable = transformable.tc};\