Adding physics system lerp function.

This commit is contained in:
Ulysse Cura 2026-08-04 19:49:21 +02:00
parent f13c278bd2
commit e177798bd7
4 changed files with 18 additions and 6 deletions

View File

@ -7,8 +7,10 @@
typedef struct physics_system_data_t { typedef struct physics_system_data_t {
transform_component_data_t *transform_component_data; transform_component_data_t *transform_component_data;
fvector2d_t target_velocity;
fvector2d_t velocity; fvector2d_t velocity;
float speed; float speed;
float smoothing_factor;
} physics_system_data_t; } physics_system_data_t;
int physics_system_init(component_t *component); int physics_system_init(component_t *component);

View File

@ -14,7 +14,7 @@ int transform_component_update(component_t *component);
#if DEBUG >= 2 #if DEBUG >= 2
int transform_component_draw(component_t *component); int transform_component_draw(component_t *component);
#endif #endif // DEBUG >= 2
int transform_component_destroy(component_t *component); int transform_component_destroy(component_t *component);

View File

@ -11,6 +11,11 @@ int physics_system_init(component_t *component)
component_data->transform_component_data = entity_get_component(component->entity, TRANSFORM_COMPONENT)->component_data; component_data->transform_component_data = entity_get_component(component->entity, TRANSFORM_COMPONENT)->component_data;
if(!component_data->transform_component_data) return EXIT_FAILURE; if(!component_data->transform_component_data) return EXIT_FAILURE;
component_data->target_velocity = (fvector2d_t) {
.x = 0.0f,
.y = 0.0f
};
component_data->velocity = (fvector2d_t) { component_data->velocity = (fvector2d_t) {
.x = 0.0f, .x = 0.0f,
.y = 0.0f .y = 0.0f
@ -18,6 +23,8 @@ int physics_system_init(component_t *component)
component_data->speed = 0.0f; component_data->speed = 0.0f;
component_data->smoothing_factor = 1.0f;
return EXIT_SUCCESS; return EXIT_SUCCESS;
} }
@ -26,6 +33,9 @@ int physics_system_update(component_t *component)
physics_system_data_t *component_data = component->component_data; physics_system_data_t *component_data = component->component_data;
transform_component_data_t *transform_component_data = component_data->transform_component_data; transform_component_data_t *transform_component_data = component_data->transform_component_data;
component_data->velocity.x = lerp(component_data->velocity.x, component_data->target_velocity.x, component_data->smoothing_factor);
component_data->velocity.y = lerp(component_data->velocity.y, component_data->target_velocity.y, component_data->smoothing_factor);
transform_component_data->bounds.x += component_data->velocity.x * component_data->speed * (float)game.delta_time_ms / 1000.0f; transform_component_data->bounds.x += component_data->velocity.x * component_data->speed * (float)game.delta_time_ms / 1000.0f;
transform_component_data->bounds.y += component_data->velocity.y * component_data->speed * (float)game.delta_time_ms / 1000.0f; transform_component_data->bounds.y += component_data->velocity.y * component_data->speed * (float)game.delta_time_ms / 1000.0f;

View File

@ -65,15 +65,15 @@ static inline void player_system_set_velocity(player_system_data_t *system_data)
if((system_data->state & PLAYER_MOVING) != (system_data->last_state & PLAYER_MOVING)) if((system_data->state & PLAYER_MOVING) != (system_data->last_state & PLAYER_MOVING))
{ {
physics_system_data->velocity.x = physics_system_data->target_velocity.x =
(float)((system_data->state & PLAYER_MOVING_RIGHT) >> 3) - (float)((system_data->state & PLAYER_MOVING_LEFT) >> 2); (float)((system_data->state & PLAYER_MOVING_RIGHT) >> 3) - (float)((system_data->state & PLAYER_MOVING_LEFT) >> 2);
physics_system_data->velocity.y = physics_system_data->target_velocity.y =
(float)((system_data->state & PLAYER_MOVING_DOWN) >> 1) - (float)(system_data->state & PLAYER_MOVING_UP); (float)((system_data->state & PLAYER_MOVING_DOWN) >> 1) - (float)(system_data->state & PLAYER_MOVING_UP);
if(f_is_not_zero(physics_system_data->velocity.x) && f_is_not_zero(physics_system_data->velocity.y)) if(f_is_not_zero(physics_system_data->target_velocity.x) && f_is_not_zero(physics_system_data->target_velocity.y))
{ {
physics_system_data->velocity.x *= 0.707106781186548f; physics_system_data->target_velocity.x *= 0.707106781186548f;
physics_system_data->velocity.y *= 0.707106781186548f; physics_system_data->target_velocity.y *= 0.707106781186548f;
} }
} }
} }