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-rw-r--r--src/renderer/mod.rs6
-rw-r--r--src/shader/shader.wgsl2
-rw-r--r--src/sim/rb_sim/mod.rs8
3 files changed, 8 insertions, 8 deletions
diff --git a/src/renderer/mod.rs b/src/renderer/mod.rs
index e022fe7..1cf39e2 100644
--- a/src/renderer/mod.rs
+++ b/src/renderer/mod.rs
@@ -10,7 +10,7 @@ use crate::{
camera::Camera,
config::{CELLS_IN_CHUNK, CHUNK_SIZE},
renderer::ui::draw_egui,
- sim::{cell_sim::world::World, rb_sim::RbSimManager},
+ sim::{cell::materials::MaterialId, cell_sim::world::World, rb_sim::RbSimManager},
};
struct RendererChunk {
@@ -565,7 +565,9 @@ impl RendererState {
render_pass.set_bind_group(1, &render_chunk.bind_group, &[]);
render_pass.set_immediates(
0,
- bytemuck::bytes_of(&ChunkData { origin: [cx, cy] }),
+ bytemuck::bytes_of(&ChunkData {
+ origin: [cx * CHUNK_SIZE, cy * CHUNK_SIZE],
+ }),
);
render_pass.draw(0..4, 0..1);
}
diff --git a/src/shader/shader.wgsl b/src/shader/shader.wgsl
index bd38cf0..9baa4b7 100644
--- a/src/shader/shader.wgsl
+++ b/src/shader/shader.wgsl
@@ -26,7 +26,7 @@ fn vs_main(
let corner = vec2f(f32(i & 1u), f32(i >> 1u));
// CHUNK_SIZE
- let world = (vec2f(chunk.origin) + corner) * 128.0;
+ let world = (vec2f(chunk.origin) + corner * 128);
let ndc = (world - camera.centre) * camera.scale;
out.clip_position = vec4f(ndc, 0.0, 1.0);
diff --git a/src/sim/rb_sim/mod.rs b/src/sim/rb_sim/mod.rs
index 1818052..4a80729 100644
--- a/src/sim/rb_sim/mod.rs
+++ b/src/sim/rb_sim/mod.rs
@@ -36,8 +36,6 @@ impl PhysicsManager {
collider_set: prelude::ColliderSet::new(),
physics_pipeline: prelude::PhysicsPipeline::new(),
integration_parameters: prelude::IntegrationParameters {
- // 20 pixels = 1 meter
- length_unit: 20.0,
dt: PHYSICS_DELTA_TIME,
..prelude::IntegrationParameters::default()
},
@@ -58,7 +56,7 @@ pub struct RbSimManager {
impl RbSimManager {
pub fn rb_tick(&mut self, delta_time: f32) {
- let gravity = vec2(0.0, -9.81);
+ let gravity = vec2(0.0, 25.0);
self.physics_manager.physics_pipeline.step(
gravity,
@@ -94,9 +92,9 @@ impl RbSimManager {
/* Create the bouncing ball. */
let rigid_body = dynamics::RigidBodyBuilder::dynamic()
- .translation(math::Vector::new(0.0, 10.0))
+ .translation(math::Vector::new(0.0, -100.0))
.build();
- let collider = geometry::ColliderBuilder::ball(0.5)
+ let collider = geometry::ColliderBuilder::ball(5.0)
.restitution(0.7)
.build();
let ball_body_handle = self.physics_manager.rigid_body_set.insert(rigid_body);