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| author | JAROWMR <jarorutjes07@gmail.com> | 2024-12-18 23:54:29 +0100 | 
|---|---|---|
| committer | JAROWMR <jarorutjes07@gmail.com> | 2024-12-18 23:54:29 +0100 | 
| commit | be36b204c6dc597f74541e926f2f2821ab553228 (patch) | |
| tree | 4b1f8356580ecca60f8741a0f9236e967c6398fa | |
| parent | 982e12df210b8eb3daa66ebe6a71dd9e92276cec (diff) | |
testing dynamic
| -rw-r--r-- | src/crepe/system/CollisionSystem.cpp | 6 | ||||
| -rw-r--r-- | src/example/game.cpp | 8 | 
2 files changed, 5 insertions, 9 deletions
| diff --git a/src/crepe/system/CollisionSystem.cpp b/src/crepe/system/CollisionSystem.cpp index a9a0523..75e914d 100644 --- a/src/crepe/system/CollisionSystem.cpp +++ b/src/crepe/system/CollisionSystem.cpp @@ -72,12 +72,8 @@ void CollisionSystem::update() {  	std::vector<std::pair<CollisionInternal, CollisionInternal>> collided  		= this->gather_collisions(all_colliders); -	// For both objects call the collision handler +	// For the object convert the info and call the collision handler if needed  	for (auto & collision_pair : collided) { -		// Determine type -		//CollisionInternalType type = this->get_collider_type(collision_pair.first.collider, collision_pair.second.collider); -		// Determine resolution  -		//std::pair<vec2, CollisionSystem::Direction> resolution_data	= this->get_collision_resolution(collision_pair.first, collision_pair.second, type);  		// Convert internal struct to external struct  		CollisionInfo info = this->get_collision_info(collision_pair.first, collision_pair.second);  		// Determine if and/or what collison handler is needed. diff --git a/src/example/game.cpp b/src/example/game.cpp index 69bfae2..01e55d5 100644 --- a/src/example/game.cpp +++ b/src/example/game.cpp @@ -206,7 +206,7 @@ public:  			vec2{world_collider, world_collider},  			vec2{0, screen_size_height / 2 + world_collider / 2}); // Bottom  		world.add_component<BoxCollider>( -			vec2{world_collider, world_collider}, +			vec2{world_collider, world_collider},git stauts  			vec2{0 - (screen_size_width / 2 + world_collider / 2), 0}); // Left  		world.add_component<BoxCollider>(  			vec2{world_collider, world_collider}, @@ -220,12 +220,12 @@ public:  			});  		GameObject game_object1 = new_object( -			"Name", "Tag", vec2{screen_size_width / 2, screen_size_height / 2+30}, 0, 1); +			"Name", "Tag", vec2{screen_size_width / 2, screen_size_height / 2+60}, 0, 1);  		game_object1.add_component<Rigidbody>(Rigidbody::Data{  			.mass = 1,  			.gravity_scale = 0,  			.body_type = Rigidbody::BodyType::DYNAMIC, -			.linear_velocity = {0, 1}, +			.linear_velocity = {0, 0},  			.constraints = {0, 0, 0},  			.elastisity_coefficient = 1,  		}); @@ -257,7 +257,7 @@ public:  		game_object2.add_component<Rigidbody>(Rigidbody::Data{  			.mass = 1,  			.gravity_scale = 1, -			.body_type = Rigidbody::BodyType::KINEMATIC, +			.body_type = Rigidbody::BodyType::DYNAMIC,  			.linear_velocity = {0, 0},  			.constraints = {0, 0, 0},  			.elastisity_coefficient = 1, |