#include #include // For NULL #include void tc_initialize_chunk_physics(tc_entity_s *chunk_entity, void *userdata) { tc_chunk_s *chunk = chunk_entity->specific; tc_world_s *world = chunk->world; tc_physics_simulation_s *simulation = world->physics; tc_physics_entity_s *chunk_body = tc_new_physics_group(simulation); tc_vec3f_s block_start; block_start.x = -0.5f; block_start.y = -0.5f; block_start.z = -0.5f; tc_vec3f_s block_size; block_size.x = 1.0f; block_size.y = 1.0f; block_size.z = 1.0f; tc_physics_mesh_s block_mesh = tc_wrap_aabb(block_start, block_size); for(u32_t x = 0; x < 32; ++x) for(u32_t y = 0; y < 32; ++y) for(u32_t z = 0; z < 32; ++z) { tc_physics_entity_s *block_entity = tc_new_physics_entity(simulation); block_entity->relative_position.x = x; block_entity->relative_position.y = y; block_entity->relative_position.z = z; block_entity->type = TC_PHYSICS_ENTITY; block_entity->value.entity.mesh = block_mesh; tc_add_physics_object_to(chunk_body, block_entity); } tc_add_physics_object(world->physics, chunk_body); tc_set_pointer_for_entity(chunk_entity, "physics_body", chunk_body); } void tc_create_world_physics(tc_world_s *world, void *userdata) { world->physics = tc_new_physics_simulation(); tc_add_to_hooklist(&world->on_chunk_create, &tc_initialize_chunk_physics, NULL); tc_add_to_hooklist(&world->on_chunk_update, &tc_initialize_chunk_physics, NULL); }