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@@ -64,34 +64,43 @@ void entityUpdateKinematic(ecs_iter_t *it) {
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Position *position = ecs_field(it, Position, 1);
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Rotation *rotation = ecs_field(it, Rotation, 2);
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Velocity *velocity = ecs_field(it, Velocity, 3);
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AngularVelocity *angularVelocity = ecs_field(it, Rotation, 4);
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SteeringOutput *steeringOutput = ecs_field(it, SteeringOutput, 5);
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AngularVelocity *angularVel = ecs_field(it, AngularVelocity , 4);
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SteeringOutput *steering = ecs_field(it, SteeringOutput, 5);
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f32 dt = it->delta_time;
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for (i32 i = 0; i < it->count; i++) {
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// and velocity and angular velocity
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velocity[i] = Vector2Scale(velocity[i], 0.9f);
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velocity[i].x += steeringOutput[i].linear.x * dt;
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velocity[i].y += steeringOutput[i].linear.y * dt;
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f32 maxSpeed = 15.0f;
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velocity[i] = Vector2Clamp(velocity[i],
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(Velocity) {-maxSpeed, -maxSpeed},
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(Velocity){maxSpeed, maxSpeed});
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angularVelocity[i] += steeringOutput[i].angular * dt;
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steeringOutput[i] = (SteeringOutput){};
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// Update position and rotation
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position[i].x += velocity[i].x * dt * 10;
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position[i].y += velocity[i].y * dt * 10;
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rotation[i] += angularVelocity[i] * dt * 10;
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// position += velocity * dt
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// rotation += angularVelocity * dt
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position[i] = Vector2Add(position[i], Vector2Scale(velocity[i], dt));
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rotation[i] += angularVel[i] * dt;
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// Update velocity and angular velocity
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// velocity += steering.liner * dt
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// angularVelocity += steering.angular * dt
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velocity[i] = Vector2Add(velocity[i], Vector2Scale(steering[i].linear, dt * 10));
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angularVel[i] += steering[i].angular;
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if (Vector2LengthSqr(steering[i].linear) == 0) {
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// Decay velocity
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velocity[i] = Vector2Scale(velocity[i], 1 - (dt * 5.0f));
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}
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// Reset steering
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steering[i] = (SteeringOutput) {};
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// Check for speeding and clip
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const f32 maxSpeed = 15.0f;
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if (Vector2Length(velocity[i]) > maxSpeed) {
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velocity[i] = Vector2Normalize(velocity[i]);
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velocity[i] = Vector2Scale(velocity[i], maxSpeed);
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}
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// Update flipX
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ecs_entity_t entity = it->entities[i];
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if (ecs_has(it->world, entity, TextureRegion)) {
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TextureRegion *text = ecs_get_mut(it->world, entity, TextureRegion);
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text->flipX = velocity[i].x < 0.0f;
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text->flipX = velocity[i].x < 0.01f;
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}
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}
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}
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@@ -101,16 +110,16 @@ void entityFollowPath(ecs_iter_t *it) {
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Position *position = ecs_field(it, Position, 1);
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Rotation *rotation = ecs_field(it, Rotation, 2);
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Velocity *velocity = ecs_field(it, Velocity, 3);
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AngularVelocity *angularVelocity = ecs_field(it, Rotation, 4);
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SteeringOutput *steeringOutput = ecs_field(it, SteeringOutput, 5);
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AngularVelocity *angularVel = ecs_field(it, AngularVelocity , 4);
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SteeringOutput *steering = ecs_field(it, SteeringOutput, 5);
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Path *path = ecs_field(it, Path, 6);
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for (i32 i = 0; i < it->count; i++) {
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Position target = path[i].paths->waypoints[path[i].curWaypoint];
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steeringOutput[i].linear.x = target.x - position[i].x;
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steeringOutput[i].linear.y = target.y - position[i].y;
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steering[i].linear.x = target.x - position[i].x;
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steering[i].linear.y = target.y - position[i].y;
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f32 dst = Vector2LengthSqr(steeringOutput[i].linear);
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f32 dst = Vector2LengthSqr(steering[i].linear);
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if (dst < 8.0f) {
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path[i].curWaypoint++;
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if (path[i].curWaypoint >= path[i].paths->numWaypoints) {
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@@ -122,8 +131,8 @@ void entityFollowPath(ecs_iter_t *it) {
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}
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}
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steeringOutput[i].linear = Vector2Normalize(steeringOutput[i].linear);
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steeringOutput[i].linear = Vector2Scale(steeringOutput[i].linear, 10.0f);
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steering[i].linear = Vector2Normalize(steering[i].linear);
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steering[i].linear = Vector2Scale(steering[i].linear, 10.0f);
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}
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}
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@@ -201,6 +210,19 @@ void renderColliders(ecs_iter_t *it) {
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}
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}
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void renderRotationDirection(ecs_iter_t *it) {
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Position *pos = ecs_field(it, Position, 1);
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Rotation *rot = ecs_field(it, Rotation, 2);
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for (i32 i = 0; i < it->count; i++) {
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Vector2 v = {0.0f, 4.0f};
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v = Vector2Rotate(v, rot[i]);
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v = Vector2Add(v, pos[i]);
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DrawCircle(v.x, v.y, 1.0f, RED);
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}
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}
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void renderDebugPath(ecs_iter_t *it) {
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Path *path = ecs_field(it, Path, 1);
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