implement basic collision and interpolation #6
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@ -110,7 +110,7 @@ static inline
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short _collision_circle_aabb(const object_t* circle, const object_t* aabb) {
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// generate a point on the edge of the rectangle that is closest to the circle
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const float bbminx = aabb->collider.aabb.x + aabb->sprite.x, bbmaxx = bbminx + aabb->collider.aabb.w,
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bbminy = aabb->collider.aabb.y + aabb->sprite.x, bbmaxy = bbminy + aabb->collider.aabb.h;
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bbminy = aabb->collider.aabb.y + aabb->sprite.y, bbmaxy = bbminy + aabb->collider.aabb.h;
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const float cx = circle->sprite.x + circle->collider.circle.x,
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cy = circle->sprite.y + circle->collider.circle.y;
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const float x = fclampf(cx, bbminx, bbmaxx),
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@ -141,7 +141,13 @@ short _collision_check(const object_t* a, const object_t* b) {
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static inline
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short _can_collide(const object_t* object) {
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return object->active && object->enabled && object->collider.evt_collision != NULL;
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return object->active && object->enabled;
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}
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void object_broadcast_collision(object_t* this, object_t* other) {
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if(this->collider.evt_collision != NULL) {
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this->collider.evt_collision(this, other);
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}
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}
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void update_collision() {
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@ -153,8 +159,8 @@ void update_collision() {
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if(!_can_collide(oobject)) continue;
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if(outer != inner && _collision_check(iobject, oobject)) {
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oobject->collider.evt_collision(oobject, iobject);
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iobject->collider.evt_collision(iobject, oobject);
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object_broadcast_collision(oobject, iobject);
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object_broadcast_collision(iobject, oobject);
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}
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}
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}
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@ -170,35 +176,41 @@ object_t* interpolate_move(object_t* object, float target_x, float target_y, flo
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// ensure this object would ever collide
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// if it wouldn't collide anyway, just set position
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if(_can_collide(object)) {
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if(!_can_collide(object)) {
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object->sprite.x = target_x;
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object->sprite.y = target_y;
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return NULL;
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}
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/*
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* 1. check collision with every other object
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* 2. move towards target
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* 1. move towards target
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* 2. check collision with every other object
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*/
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while(object->sprite.x != target_x || object->sprite.y != target_y) {
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for(int i = 0; i < WORLD_NUM_OBJECTS; ++i) {
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object_t* other = g_objects + i;
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if(!_can_collide(other)) continue;
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if(object != other && _collision_check(other, object)) {
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other->collider.evt_collision(other, object);
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object->collider.evt_collision(object, other);
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return other;
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}
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}
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// move towards target, snap to target if distance is too low
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float distx = fabsf(object->sprite.x - target_x), disty = fabsf(object->sprite.y - target_y);
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const float old_x = object->sprite.x, old_y = object->sprite.y;
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const float distx = fabsf(object->sprite.x - target_x), disty = fabsf(object->sprite.y - target_y);
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if(distx < fabsf(dx) && disty < fabsf(dy)) {
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object->sprite.x += dx; object->sprite.y += dy;
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object->sprite.x += dx;
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object->sprite.y += dy;
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} else {
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object->sprite.x = target_x;
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object->sprite.y = target_y;
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}
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// loop over all objects and check collision if applicable
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for(int i = 0; i < WORLD_NUM_OBJECTS; ++i) {
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// get pointer to other object
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object_t* other = g_objects + i;
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// check collision, return if found
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if(_can_collide(other) && object != other && _collision_check(other, object)) {
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object_broadcast_collision(other, object);
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object_broadcast_collision(object, other);
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object->sprite.x = old_x;
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object->sprite.y = old_y;
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return other;
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}
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}
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}
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// no collision, return nothing
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@ -55,6 +55,7 @@ object_t* instantiate_object(const object_t* original);
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collider_t collider_default();
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void object_draw_sprite(object_t* object);
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void object_broadcast_evt_collision(object_t* this, object_t* other);
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void update_objects();
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void draw_objects();
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Reference in New Issue