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@ -1,6 +1,7 @@
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#import "Basic";
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#import "Math";
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#import "Window_Creation";
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Debug :: #import "Debug";
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Input :: #import "Input";
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Simp :: #import "Simp";
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@ -11,11 +12,32 @@ window_height : s32 = 720;
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xy :: (x: int, y: int) -> Vector2 {
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return xy(cast(float)x, cast(float)y);
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}
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normalize :: (using v: *Vector2) -> float {
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sq := sqrt(x*x + y*y);
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factor := 1.0 / sq;
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x *= factor;
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y *= factor;
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return sq;
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}
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normalize :: (v: Vector2) -> Vector2 #must {
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normalize(*v);
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return v;
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}
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negative :: (v: Vector2) -> Vector2 #must {
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return xy(-v.x, -v.y);
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}
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drawing_in_world_space: bool = false;
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WHITE :: Vector4.{1.0, 1.0, 1.0, 1.0};
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RED :: Vector4.{1.0, 0.0, 0.0, 1.0};
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GREEN :: Vector4.{0.0, 1.0, 0.0, 1.0};
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drawing_color: Vector4 = WHITE;
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line_thickness: float = 1.0;
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defaults :: () {
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drawing_color = WHITE;
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line_thickness = 1.0;
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}
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line :: (_from: Vector2, _to: Vector2) {
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width := line_thickness;
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from := _from;
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@ -24,33 +46,100 @@ line :: (_from: Vector2, _to: Vector2) {
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from = world_to_screen(from);
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to = world_to_screen(to);
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}
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Simp.set_shader_for_color();
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Simp.set_shader_for_color(true);
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normal := rotate(unit_vector(to - from), PI/2.0);
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Simp.immediate_quad(from + normal*width, from - normal*width, to + normal*width, to - normal*width, color = drawing_color);
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}
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LastingPip :: struct {
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alive_for: float;
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pos: Vector2;
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}
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pips : [10] LastingPip;
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push_pip :: (at: Vector2)
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{
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Debug.breakpoint();
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for * pips
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{
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if it.alive_for <= 0.0
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{
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it.alive_for = 1.0;
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it.pos = at;
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break;
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}
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}
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}
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draw_pips :: (dt: float)
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{
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drawing_in_world_space = true;
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drawing_color = RED;
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for * pips if it.alive_for > 0.0
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{
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drawing_color.w = it.alive_for;
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pip(it.pos);
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it.alive_for -= dt;
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}
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defaults();
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}
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pip :: (_at: Vector2, size: float = 0.05) {
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at := _at;
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Simp.set_shader_for_color(true);
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if drawing_in_world_space {
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at = world_to_screen(at);
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size /= camera.zoom;
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}
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Simp.immediate_quad(at + xy(-size, size), at + xy(size, size), at + xy(size, -size), at + xy(-size, -size), color = drawing_color);
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}
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Rect :: struct {
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halfsize: Vector2;
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pos , vel , force : Vector2; // pos is in world space
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angle, angle_vel, torque: float;
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mass: float = 1.0;
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};
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MASS :: 1.0;
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moment_of_inertia :: (using r: Rect) -> float {
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return MASS*(halfsize.y*halfsize.y + halfsize.x*halfsize.x)/12.0;
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return mass*(halfsize.y*halfsize.y + halfsize.x*halfsize.x)/12.0;
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}
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apply_force_at_point :: (r: *Rect, force: Vector2, point_world_space: Vector2) {
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r.force += force;
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offset_from_center_of_mass := point_world_space - r.pos;
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r.torque += offset_from_center_of_mass.x * force.y - offset_from_center_of_mass.y * force.x;
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}
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// everything needed to resolve the collision
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Manifold :: struct {
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count: int;
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depths: [2] float;
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contact_points: [2] Vector2;
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normal: Vector2;
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contact_points: [2] Vector2; // in absolute coordinates
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normal: Vector2; // always points from shape A to shape B
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};
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cross :: (v1: Vector2, v2: Vector2) -> float {
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return v1.x*v2.y - v1.y*v2.x;
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}
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/// Returns a perpendicular vector. (90 degree rotation)
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perp :: (v: Vector2) -> Vector2
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{
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return xy(-v.y, v.x);
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}
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handle_collision :: (m: Manifold, a: Rect, b: Rect) {
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if m.count == 0 return;
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k_scalar :: (a: Rectangle, b: Rectangle, r1: Vector2, r2: Vector2, n: Vector2) {
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k_scalar_rect :: (a: Rectangle, r: Vector2, n: Vector2)
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{
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rcn := cross(r, n);
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return 1.0/a.mass + rcn*rcn / moment_of_inertia(a);
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}
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cpFloat value = k_scalar_rect(a, r1, n) + k_scalar_rect(b, r2, n);
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assert(value != 0.0, "Unsolvable collision or constraint.");
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return value;
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}
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r1 := m.contact_points[0] - a.pos;
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r2 := m.contact_points[0] - b.pos;
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nMass := 1.0 / k_scalar(a, b, r1, r2,
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}
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MAX_POLYGON_VERTS :: 8;
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Polygon :: struct {
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// verts.count needs to equal norms.count
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count: int;
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verts: [MAX_POLYGON_VERTS] Vector2;
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norms: [MAX_POLYGON_VERTS] Vector2;
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@ -60,49 +149,281 @@ Halfspace :: struct {
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n: Vector2;
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d: float;
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}
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CCW90 :: (a: Vector2) -> Vector2 {
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b: Vector2;
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b.x = a.y;
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b.y = -a.x;
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return b;
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}
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distance :: (h: Halfspace, p: Vector2) -> float {
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return dot(h.n, p) - h.d;
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}
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intersect :: (a: Vector2, b: Vector2, da: float, db: float) -> Vector2 {
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return a + (b - a) * (da / (da - db));
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}
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poly_from :: (using r: Rect) -> Polygon {
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to_return: Polygon;
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compute_normals :: (p: *Polygon) {
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for 0..p.count-1 {
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a: int = it;
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b: int = ifx it + 1 < p.count then it + 1 else 0;
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e: Vector2 = p.verts[b] - p.verts[a];
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p.norms[it] = normalize(CCW90(e));
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}
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}
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facing_to_right := rotate(xy(halfsize.x,0.0), angle);
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facing_to_up := rotate(xy(0.0,halfsize.y), angle);
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to_return.count = 4;
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to_return.verts[0] = -facing_to_right + facing_up; // upper left
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to_return.norms[0] = #run normalize(xy(-1.0, 1.0));
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to_return.verts[1] = facing_to_right + facing_up; // upper right
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to_return.norms[1] = #run normalize(xy(1.0, 1.0));
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to_return.verts[2] = facing_to_right + -facing_up; // lower right
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to_return.norms[2] = #run normalize(xy(1.0, -1.0));
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// the ordering here is important for collision algorithms, not exactly sure why.
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// Perhaps it's just important that the winding is counter clockwise
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to_return.verts[0] = facing_to_right + -facing_to_up; // lower right
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to_return.verts[1] = facing_to_right + facing_to_up; // upper right
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to_return.verts[2] = -facing_to_right + facing_to_up; // upper left
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to_return.verts[3] = -facing_to_right + -facing_to_up; // lower left
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to_return.verts[3] = -facing_to_right + -facing_up; // lower left
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to_return.norms[3] = #run normalize(xy(-1.0, -1.0));
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//for 0..to_return.count-1 to_return.norms[it] = rotate(to_return.norms[it], angle);
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for 0..to_return.count-1 to_return.verts[it] += pos;
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compute_normals(*to_return);
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return to_return;
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}
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rect_to_rect :: (a: Rect, b: Rect) -> Manifold {
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to_return : Manifold;
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check_faces :: (a: Polygon, b: Polygon) -> float {
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check_faces :: (a: Polygon, b: Polygon) -> (separation: float, face_index: int) {
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plane_at :: (p : Polygon, i: int) -> Halfspace {
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return .{n = p.norms[i], d = dot(p.norms[i], p.verts[i]};
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return .{n = p.norms[i], d = dot(p.norms[i], p.verts[i])};
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}
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support :: (verts: [] Vector2, d: Vector2 {
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support :: (verts: [] Vector2, d: Vector2) -> int {
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imax: int = 0;
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dmax: float = dot(verts[0], d);
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for 1..verts.count-1 {
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dot_output: float = dot(verts[it], d);
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if(dot_output > dmax)
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{
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imax = it;
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dmax = dot_output;
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}
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}
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return imax;
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}
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sep : float = FLT_MAX;
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sep : float = -FLOAT32_MAX;
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index: int = ~0;
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for 0..a.count-1 {
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h := plane_at(a, i);
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idx :=
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h := plane_at(a, it);
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verts_to_use: [] Vector2 = b.verts;
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verts_to_use.count = b.count;
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idx := support(verts_to_use, negative(h.n));
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p := b.verts[idx];
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d := distance(h, p);
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if (d > sep)
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{
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sep = d;
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index = it;
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}
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}
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return sep, index;
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}
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rect_to_rect :: (a: Rect, b: Rect) -> Manifold {
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to_return : Manifold;
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poly_a := poly_from(a);
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poly_b := poly_from(b);
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sa, ea := check_faces(poly_a, poly_b);
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if sa >= 0 return .{};
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sb, eb := check_faces(poly_b, poly_a);
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if sb >= 0 return .{};
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rp, ip: *Polygon;
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re: int;
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flip: int;
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kRelTol := 0.95;
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kAbsTol := 0.01;
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if(sa * kRelTol > sb + kAbsTol)
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{
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rp = *poly_a;
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ip = *poly_b;
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re = ea;
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flip = 0;
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}
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else
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{
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rp = *poly_b;
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ip = *poly_a;
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re = eb;
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flip = 1;
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}
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incident: [2] Vector2;
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// calculate incident
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{
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rn_in_incident_space := rp.norms[re];
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index: int = ~0;
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min_dot: float = FLOAT32_MAX;
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for 0..ip.count-1 {
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dot_output := dot(rn_in_incident_space, ip.norms[it]);
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if(dot_output < min_dot)
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{
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min_dot = dot_output;
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index = it;
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}
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}
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incident[0] = ip.verts[index];
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incident[1] = ip.verts[ifx index + 1 == ip.count then 0 else index + 1];
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}
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// clip a segment to the "side planes" of another segment.
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// side planes are planes orthogonal to a segment and attached to the
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// endpoints of the segment
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// side planes from poly
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rh: Halfspace;
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side_planes_poly_return: int;
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{
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seg: [2] Vector2 = incident;
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p: *Polygon = rp;
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e: int = re;
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ra := p.verts[e];
|
|
|
|
|
rb := p.verts[ifx e + 1 == p.count then 0 else e + 1];
|
|
|
|
|
|
|
|
|
|
// side planes
|
|
|
|
|
side_planes :: (seg: [] Vector2, ra: Vector2, rb: Vector2) -> int, Halfspace {
|
|
|
|
|
in: Vector2 = normalize(rb - ra);
|
|
|
|
|
left: Halfspace = .{ n = negative(in), d = dot(negative(in), ra) };
|
|
|
|
|
right: Halfspace = .{ n = in, d = dot(in, rb) };
|
|
|
|
|
|
|
|
|
|
// clip a segment to a plane
|
|
|
|
|
clip :: (seg: [] Vector2, h: Halfspace) -> int {
|
|
|
|
|
out: [2] Vector2;
|
|
|
|
|
sp: int = 0;
|
|
|
|
|
d0: float = distance(h, seg[0]);
|
|
|
|
|
d1: float = distance(h, seg[1]);
|
|
|
|
|
if d0 < 0 { out[sp] = seg[0]; sp+=1; }
|
|
|
|
|
if d1 < 0 { out[sp] = seg[1]; sp+=1; }
|
|
|
|
|
if d0 == 0 && d1 == 0 {
|
|
|
|
|
out[sp] = seg[0];
|
|
|
|
|
sp+=1;
|
|
|
|
|
out[sp] = seg[1];
|
|
|
|
|
sp+=1;
|
|
|
|
|
} else if d0 * d1 <= 0 {
|
|
|
|
|
out[sp] = intersect(seg[0], seg[1], d0, d1);
|
|
|
|
|
sp+=1;
|
|
|
|
|
}
|
|
|
|
|
seg[0] = out[0];
|
|
|
|
|
seg[1] = out[1];
|
|
|
|
|
return sp;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if clip(seg, left) < 2 return 0, .{};
|
|
|
|
|
if clip(seg, right) < 2 return 0, .{};
|
|
|
|
|
|
|
|
|
|
h: Halfspace;
|
|
|
|
|
h.n = CCW90(in);
|
|
|
|
|
h.d = dot(CCW90(in), ra);
|
|
|
|
|
|
|
|
|
|
return 1, h;
|
|
|
|
|
}
|
|
|
|
|
side_planes_poly_return, rh = side_planes(seg, ra, rb);
|
|
|
|
|
}
|
|
|
|
|
if !side_planes_poly_return return .{};
|
|
|
|
|
|
|
|
|
|
m: Manifold;
|
|
|
|
|
// keep deep
|
|
|
|
|
{
|
|
|
|
|
seg: [2] Vector2 = incident;
|
|
|
|
|
h: Halfspace = rh;
|
|
|
|
|
cp: int = 0;
|
|
|
|
|
for 0..1 {
|
|
|
|
|
p := seg[it];
|
|
|
|
|
d: float = distance(h, p);
|
|
|
|
|
if (d <= 0)
|
|
|
|
|
{
|
|
|
|
|
m.contact_points[cp] = p;
|
|
|
|
|
m.depths[cp] = -d;
|
|
|
|
|
cp+=1;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
m.count = cp;
|
|
|
|
|
m.normal = h.n;
|
|
|
|
|
}
|
|
|
|
|
if flip m.normal = negative(m.normal);
|
|
|
|
|
for 0..m.count-1 {
|
|
|
|
|
push_pip(m.contact_points[it]);
|
|
|
|
|
}
|
|
|
|
|
return m;
|
|
|
|
|
}
|
|
|
|
|
dump_polygon :: (poly: Polygon) {
|
|
|
|
|
for poly.verts print("V(%, %), ", it.x, it.y);
|
|
|
|
|
print("\n");
|
|
|
|
|
for poly.norms print("VN(%, %), ", it.x, it.y);
|
|
|
|
|
print("\n");
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
do_test :: () {
|
|
|
|
|
print("Doing test\n");
|
|
|
|
|
|
|
|
|
|
size := xy(1.0, 1.0);
|
|
|
|
|
A_rect: Rect = .{halfsize = size};
|
|
|
|
|
B_rect: Rect = .{halfsize = size, pos = xy(0.5, 0.0)};
|
|
|
|
|
#if true {
|
|
|
|
|
print("A %\n", A_rect);
|
|
|
|
|
print("B %\n", B_rect);
|
|
|
|
|
print("Collision %\n", rect_to_rect(A_rect, B_rect));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
#if false {
|
|
|
|
|
A: Polygon;
|
|
|
|
|
B: Polygon;
|
|
|
|
|
|
|
|
|
|
A = poly_from(A_rect);
|
|
|
|
|
B = poly_from(B_rect);
|
|
|
|
|
|
|
|
|
|
print("A\n");
|
|
|
|
|
dump_polygon(A);
|
|
|
|
|
print("B\n");
|
|
|
|
|
dump_polygon(B);
|
|
|
|
|
|
|
|
|
|
/*for A.verts print("V(%,%), ", it.x, it.y);
|
|
|
|
|
print("\n");
|
|
|
|
|
for A.norms print("VN(%,%), ", it.x, it.y);
|
|
|
|
|
print("\n");*/
|
|
|
|
|
|
|
|
|
|
/*A.count = 3;
|
|
|
|
|
A.verts[0] = xy(-1.0, 0.0);
|
|
|
|
|
A.verts[1] = xy(-1.0, 1.0);
|
|
|
|
|
A.verts[2] = xy(0.0, 0.0);
|
|
|
|
|
A.norms[0] = #run normalize(xy(-1.0, 0.0));
|
|
|
|
|
A.norms[1] = #run normalize(xy(0.0, 1.0));
|
|
|
|
|
A.norms[2] = #run normalize(xy(1.0, 0.0));
|
|
|
|
|
*/
|
|
|
|
|
|
|
|
|
|
/*B.count = 3;
|
|
|
|
|
B.verts[0] = xy(2.0, 0.0);
|
|
|
|
|
B.verts[1] = xy(2.0, 1.0);
|
|
|
|
|
B.verts[2] = xy(1.0, 0.0);
|
|
|
|
|
B.norms[0] = #run normalize(xy(1.0, 0.0));
|
|
|
|
|
B.norms[1] = #run normalize(xy(0.0, 1.0));
|
|
|
|
|
B.norms[2] = #run normalize(xy(-1.0, 0.0));
|
|
|
|
|
*/
|
|
|
|
|
|
|
|
|
|
//for 0..B.count-1 B.verts[it] += xy(-0.5, 0.0);
|
|
|
|
|
|
|
|
|
|
seperation, face_index := check_faces(A, B);
|
|
|
|
|
print("Separation % face_index %\n", seperation, face_index);
|
|
|
|
|
}
|
|
|
|
|
Debug.breakpoint();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
draw_rect :: (using r: Rect) {
|
|
|
|
@ -149,6 +470,12 @@ world_to_screen :: (world: Vector2) -> Vector2 {
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
main :: () {
|
|
|
|
|
#if false
|
|
|
|
|
{
|
|
|
|
|
do_test();
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
window := create_window(window_width, window_height, "A Window");
|
|
|
|
|
// Actual render size in pixels can be different from the window dimensions we specified above (for example on high-resolution displays on macOS/iOS).
|
|
|
|
|
window_width, window_height = Simp.get_render_dimensions(window);
|
|
|
|
@ -205,7 +532,6 @@ main :: () {
|
|
|
|
|
{
|
|
|
|
|
defer unprocessed_time -= TIMESTEP;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
if get_time() < 0.5
|
|
|
|
|
{
|
|
|
|
|
apply_force_at_point(*rects[0], xy(3, 0), rects[0].pos + xy(-0.1, 0.03));
|
|
|
|
@ -216,6 +542,18 @@ main :: () {
|
|
|
|
|
it.vel += (it.force/MASS) * TIMESTEP;
|
|
|
|
|
it.pos += it.vel * TIMESTEP;
|
|
|
|
|
|
|
|
|
|
from_rect := it;
|
|
|
|
|
for * to_rect: rects {
|
|
|
|
|
if to_rect != from_rect
|
|
|
|
|
{
|
|
|
|
|
manifold_out := rect_to_rect(from_rect, to_rect);
|
|
|
|
|
if manifold_out.count > 0 {
|
|
|
|
|
handle_collision(manifold_out, from_rect, to_rect);
|
|
|
|
|
//from_rect.vel *= -1.0;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
it.angle_vel += (it.torque / moment_of_inertia(it)) * TIMESTEP;
|
|
|
|
|
it.angle += it.angle_vel * TIMESTEP;
|
|
|
|
|
}
|
|
|
|
@ -223,28 +561,31 @@ main :: () {
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Simp.clear_render_target(0.0, 0.0, 0.0, 1.0);
|
|
|
|
|
|
|
|
|
|
drawing_in_world_space = true;
|
|
|
|
|
Simp.immediate_begin();
|
|
|
|
|
Simp.clear_render_target(0.0, 0.0, 0.0, 1.0);
|
|
|
|
|
|
|
|
|
|
// draw grid
|
|
|
|
|
drawing_color = .{0.2, 0.2, 0.2, 0.2};
|
|
|
|
|
drawing_in_world_space = true;
|
|
|
|
|
drawing_color = .{0.2, 0.2, 0.2, 0.5};
|
|
|
|
|
for x: -30..30 {
|
|
|
|
|
line(xy(x, 30), xy(x, -30));
|
|
|
|
|
}
|
|
|
|
|
for y: -30..30 {
|
|
|
|
|
line(xy(30, y), xy(-30, y));
|
|
|
|
|
}
|
|
|
|
|
drawing_color = WHITE;
|
|
|
|
|
defaults();
|
|
|
|
|
|
|
|
|
|
draw_pips(dt);
|
|
|
|
|
|
|
|
|
|
drawing_in_world_space = true;
|
|
|
|
|
line_thickness = 2.0;
|
|
|
|
|
drawing_color = GREEN;
|
|
|
|
|
for rects draw_rect(it);
|
|
|
|
|
line_thickness = 1.0;
|
|
|
|
|
drawing_color = WHITE;
|
|
|
|
|
//line(xy(0.0, 0.0), screen_to_world(mouse()));
|
|
|
|
|
drawing_in_world_space = false;
|
|
|
|
|
defaults();
|
|
|
|
|
|
|
|
|
|
Simp.immediate_flush();
|
|
|
|
|
|
|
|
|
|
Simp.swap_buffers(window);
|
|
|
|
|
|
|
|
|
|