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add 'mass' and 'elasticity' entity properties
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5 changed files with 20 additions and 0 deletions
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@ -22,6 +22,7 @@
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#include <entt/entity/registry.hpp>
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#include <glm/ext/matrix_transform.hpp>
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#include <limits>
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#include <sstream>
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static debug::Logger logger("entities");
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@ -318,6 +319,9 @@ void Entities::preparePhysics(float delta) {
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if (!eid.def.solid) {
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continue;
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}
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rigidbody.hitbox.mass = eid.def.bodyType == BodyType::DYNAMIC
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? eid.def.mass
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: std::numeric_limits<float>::infinity();
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solidHitboxes.emplace_back(&rigidbody.hitbox);
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}
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}
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@ -10,6 +10,8 @@ void EntityDef::cloneTo(EntityDef& dst) {
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dst.skeletonName = skeletonName;
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dst.blocking = blocking;
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dst.solid = solid;
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dst.mass = mass;
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dst.elasticity = elasticity;
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dst.stepHeight = stepHeight;
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dst.save = save;
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}
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@ -45,6 +45,12 @@ struct EntityDef {
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/// @brief Is the entity solid (blocks other entities)
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bool solid = false;
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/// @brief Mass for physics calculations
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float mass = 1.0f;
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/// @brief Elasticity for physics calculations
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float elasticity = 0.0f;
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/// @brief Max obstacle height that does not require jumping
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float stepHeight = 0.5f;
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