Add a move_and_slide style interpolation option #7
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@ -23,7 +23,8 @@ void add_key_listener(SDL_Scancode negative, SDL_Scancode positive,
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g_key_listeners_endptr->axis.delegate = delegate;
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g_key_listeners_endptr->axis.positive = positive;
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g_key_listeners_endptr->axis.negative = negative;
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g_key_listeners_endptr->axis.last = 0;
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g_key_listeners_endptr->axis.last_positive =
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g_key_listeners_endptr->axis.last_negative = 0;
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++g_key_listeners_endptr;
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}
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@ -70,21 +71,6 @@ void input_init() {
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g_key_states = SDL_GetKeyboardState(NULL);
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}
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static inline
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void _process_axis_listener(input_listener_t* listener) {
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int val = 0;
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if(g_key_states[listener->axis.negative]) {
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val = -1;
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}
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if(g_key_states[listener->axis.positive]) {
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val += 1;
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}
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if(val != listener->axis.last) {
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listener->axis.last = val;
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listener->axis.delegate(val);
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}
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}
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static inline
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void _process_mouse_listener(input_listener_t* listener, float dx, float dy) {
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if(dx != 0.0 && dy != 0.0) {
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@ -92,23 +78,6 @@ void _process_mouse_listener(input_listener_t* listener, float dx, float dy) {
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}
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}
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static inline
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void _process_button_listener(input_listener_t* listener) {
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uint32_t state = SDL_GetMouseState(NULL, NULL);
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int is_down = (state & (listener->button.button)) != 0;
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if(is_down != listener->button.last) {
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listener->button.delegate(is_down);
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}
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listener->button.last = is_down;
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}
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static inline
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void _process_scroll_listener(input_listener_t* listener) {
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if(_scroll_delta != 0) {
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listener->scroll.delegate(_scroll_delta);
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}
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}
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void update_input() {
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float dx, dy;
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int px, py;
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@ -118,19 +87,8 @@ void update_input() {
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dx = (float)(px - _last_mouse_x)/width; dy = (float)(py - _last_mouse_y)/width;
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for(input_listener_t* listener = g_key_listeners; listener != g_key_listeners_endptr; ++listener) {
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switch(listener->type) {
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case INPUT_LISTENER_AXIS:
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_process_axis_listener(listener);
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break;
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case INPUT_LISTENER_MOUSE:
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if(listener->type == INPUT_LISTENER_MOUSE) {
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_process_mouse_listener(listener, dx, dy);
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break;
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case INPUT_LISTENER_SCROLL:
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_process_scroll_listener(listener);
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break;
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case INPUT_LISTENER_BUTTON:
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_process_button_listener(listener);
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break;
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}
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}
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@ -140,13 +98,58 @@ void update_input() {
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_scroll_delta = 0;
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}
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static inline
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void _handle_key_event(const SDL_Event event) {
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for(input_listener_t* listener = g_key_listeners; listener < g_key_listeners_endptr; ++listener) {
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if(listener->type == INPUT_LISTENER_AXIS) {
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const SDL_Scancode scode = event.key.keysym.scancode;
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if(listener->axis.positive == scode) {
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listener->axis.last_positive = event.key.state == SDL_PRESSED;
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}
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if(listener->axis.negative == scode) {
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listener->axis.last_negative = event.key.state == SDL_PRESSED;
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}
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listener->axis.delegate(listener->axis.last_positive - listener->axis.last_negative);
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}
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}
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}
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static inline
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void _handle_scroll_event(const SDL_Event event) {
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_scroll_delta = event.wheel.y;
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for(input_listener_t* listener = g_key_listeners; listener < g_key_listeners_endptr; ++listener) {
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if(listener->type == INPUT_LISTENER_SCROLL) {
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listener->scroll.delegate(_scroll_delta);
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}
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}
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}
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static inline
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void _handle_mousebutton_event(const SDL_Event event) {
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for(input_listener_t* listener = g_key_listeners; listener < g_key_listeners_endptr; ++listener) {
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if(listener->type == INPUT_LISTENER_BUTTON
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|| listener->button.button == event.button.button) {
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listener->button.last = event.button.state == SDL_PRESSED;
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listener->button.delegate(listener->button.last);
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}
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}
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}
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void input_notify_event(SDL_Event event) {
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switch(event.type) {
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default:
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return;
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case SDL_KEYUP:
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case SDL_KEYDOWN:
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_handle_key_event(event);
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return;
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case SDL_MOUSEWHEEL:
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_scroll_delta = event.wheel.y;
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break;
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_handle_scroll_event(event);
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return;
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case SDL_MOUSEBUTTONUP:
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case SDL_MOUSEBUTTONDOWN:
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_handle_mousebutton_event(event);
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return;
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}
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}
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@ -25,7 +25,7 @@ typedef struct input_listener_t {
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struct {
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input_axis_delegate_t delegate;
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SDL_Scancode positive, negative;
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int last;
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int last_positive, last_negative;
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} axis;
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struct {
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input_mouse_delegate_t delegate;
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@ -0,0 +1,54 @@
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#ifndef _vec_math_h
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#define _vec_math_h
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#include "math.h"
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static inline
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void clamp_magnitude(float* xx, float* yy, float max_magnitude) {
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float x = *xx, y = *yy;
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const float m = sqrtf(x*x + y*y);
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if(m > max_magnitude) {
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x /= m; y /= m;
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x *= max_magnitude; y *= max_magnitude;
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} else {
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*xx = x; *yy = y;
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}
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}
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static inline
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void normalize(float x, float y, float* xx, float* yy) {
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if(x != 0 || y != 0) {
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const float m = sqrtf(x*x + y*y);
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*xx = x / m; *yy = y / m;
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} else {
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*xx = x; *yy = y;
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}
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}
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#define NORMALIZE(_xx, _yy) \
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if(_xx != 0 || _yy != 0) { \
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const float m = sqrtf(_xx*_xx + _yy*_yy); \
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_xx /= m; _yy /= m; \
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} else { \
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_xx = 0; _yy = 0; \
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}
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static inline
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int move_towards(float* out_x, float* out_y, float x, float y, float tx, float ty, float max_delta) {
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const float diff_x = tx - x,
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diff_y = ty - y;
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const float m = sqrtf(diff_x*diff_x + diff_y*diff_y);
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const float dir_x = diff_x / m * max_delta,
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dir_y = diff_y / m * max_delta;
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if(fabsf(dir_x) < fabsf(diff_x) || fabsf(dir_y) < fabsf(diff_y)) {
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*out_x = x + dir_x;
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*out_y = y + dir_y;
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return 0;
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} else {
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*out_x = tx;
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*out_y = ty;
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return 1;
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}
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}
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#endif /* _vec_math_h */
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@ -1,4 +1,5 @@
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#include "world.h"
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#include "math/vec.h"
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object_t g_objects[WORLD_NUM_OBJECTS];
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@ -106,6 +107,93 @@ float fclampf(float x, float min_, float max_) {
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return fminf(max_, fmaxf(min_, x));
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}
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static inline
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float _circle_aabb_overlap(const object_t* circle, const object_t* aabb, float* out_px, float* out_py) {
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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.y, bbmaxy = bbminy + aabb->collider.aabb.h;
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// the centre of the circle in world space
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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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// the point on the rectangle closest to the centre of the circle
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const float x = fclampf(cx, bbminx, bbmaxx),
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y = fclampf(cy, bbminy, bbmaxy);
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// the relative position of the point on the rectangle
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const float dif_x = cx - x,
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dif_y = cy - y;
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// absolute difference for use in calculating euclidean distance
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const float dist_x = fabsf(dif_x),
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dist_y = fabsf(dif_y);
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// euclidean distance
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const float dist = sqrt(dist_x*dist_x + dist_y*dist_y);
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const float solve_distance = circle->collider.circle.radius - dist;
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// distance to solve collision
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float solve_x, solve_y;
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normalize(dif_x, dif_y, &solve_x, &solve_y);
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*out_px = solve_x * solve_distance;
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*out_py = solve_y * solve_distance;
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return solve_distance;
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}
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static inline
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float _circle_circle_overlap(const object_t* a, const object_t* b, float* out_px, float* out_py) {
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const float x1 = a->collider.circle.x + a->sprite.x, y1 = a->collider.circle.y + a->sprite.y;
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const float x2 = b->collider.circle.x + b->sprite.x, y2 = b->collider.circle.y + b->sprite.y;
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const float dif_x = x1 - x2, dif_y = y1 - y2;
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const float difference = sqrtf(fabsf(dif_x*dif_x) + fabsf(dif_y*dif_y));
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const float target_difference = a->collider.circle.radius + b->collider.circle.radius;
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float dir_x, dir_y;
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normalize(dif_x, dif_y, &dir_x, &dir_y);
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*out_px = dir_x * target_difference;
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*out_py = dir_y * target_difference;
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return target_difference;
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}
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static inline
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float _aabb_aabb_overlap(const object_t* a, const object_t* b, float* out_px, float* out_py) {
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float right = (a->collider.aabb.x + a->collider.aabb.w + a->sprite.x) - (b->collider.aabb.x + b->sprite.x);
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float left = (a->collider.aabb.x + a->sprite.x) - (b->collider.aabb.x + b->collider.aabb.w + b->sprite.x);
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float top = (a->collider.aabb.y + a->sprite.y) - (b->collider.aabb.y + b->collider.aabb.w + b->sprite.y);
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float bottom = (a->collider.aabb.y + a->collider.aabb.h) - (b->collider.aabb.y + b->sprite.y);
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float ret = right;
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*out_px = right;
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*out_py = 0.f;
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if(fabsf(left) < fabsf(ret)) {
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*out_px = left;
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*out_py = 0.f;
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ret = left;
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}
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if(fabsf(top) < fabsf(ret)) {
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*out_px = 0.f;
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*out_py = top;
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ret = top;
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}
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if(fabsf(bottom) < fabsf(ret)) {
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*out_px = 0.f;
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*out_py = bottom;
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return bottom;
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}
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return ret;
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}
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static inline
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float _get_overlap(const object_t* a, const object_t* b, float* out_px, float* out_py) {
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if(a->collider.type == COLLIDERTYPE_AABB && b->collider.type == COLLIDERTYPE_AABB) {
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return _aabb_aabb_overlap(a, b, out_px, out_py);
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} else if(a->collider.type == COLLIDERTYPE_AABB && b->collider.type == COLLIDERTYPE_CIRCLE) {
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float penetration_distance = _circle_aabb_overlap(b, a, out_px, out_py);
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*out_px = -(*out_px);
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*out_py = -(*out_py);
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} else if(a->collider.type == COLLIDERTYPE_CIRCLE && b->collider.type == COLLIDERTYPE_AABB) {
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return _circle_aabb_overlap(a, b, out_px, out_py);
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} else if(a->collider.type == COLLIDERTYPE_CIRCLE && b->collider.type == COLLIDERTYPE_CIRCLE) {
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return _circle_circle_overlap(a, b, out_px, out_py);
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}
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}
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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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@ -166,36 +254,74 @@ void update_collision() {
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}
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}
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object_t* interpolate_move(object_t* object, float target_x, float target_y, float max_step_size) {
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static inline
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void _slide_collision(object_t* this, object_t* other, float old_x, float old_y, float new_x, float new_y) {
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float dx, dy;
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const float d = _get_overlap(this, other, &dx, &dy);
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this->sprite.x += dx;
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this->sprite.y += dy;
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return;
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this->sprite.x = old_x;
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this->sprite.y = new_y;
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if(!_collision_check(other, this)) {
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return;
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}
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this->sprite.x = new_x;
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this->sprite.y = old_y;
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if(!_collision_check(other, this)) {
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return;
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}
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this->sprite.x = old_x;
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this->sprite.y = old_y;
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if(!_collision_check(other, this)) {
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return;
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}
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}
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void interpolate_move(object_t* object, const float target_x, const float target_y, const float max_step_size, const int slide) {
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// calculate step delta
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float dx = target_x - object->sprite.x, dy = target_y - object->sprite.y;
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if(dx == 0 && dy == 0)
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return;
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// calculate direction x,y
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float m = sqrtf(dx*dx + dy*dy);
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dx /= m; dy /= m;
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if(dx != 0)
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dx /= m;
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if(dy != 0)
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dy /= m;
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dx *= max_step_size; dy *= max_step_size;
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int step_count = max_step_size / m;
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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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object->sprite.x = target_x;
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object->sprite.y = target_y;
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return NULL;
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return;
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}
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/*
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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 steps = 0; steps < step_count && (object->sprite.x != target_x || object->sprite.y != target_y); ++steps) {
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// move towards target, snap to target if distance is too low
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const float old_x = object->sprite.x, old_y = object->sprite.y;
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float new_x, new_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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const float sqdist = distx*distx + disty*disty;
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if(sqdist > max_step_size) {
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object->sprite.x += dx;
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object->sprite.y += dy;
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new_x = object->sprite.x;
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new_y = object->sprite.y;
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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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new_x = object->sprite.x = target_x;
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new_y = 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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|
@ -206,13 +332,14 @@ object_t* interpolate_move(object_t* object, float target_x, float target_y, flo
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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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if(slide) {
|
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_slide_collision(object, other, old_x, old_y, new_x, new_y);
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} else {
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object->sprite.x = old_x;
|
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object->sprite.y = old_y;
|
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return;
|
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}
|
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}
|
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}
|
||||
}
|
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|
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// no collision, return nothing
|
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return NULL;
|
||||
}
|
||||
|
|
|
@ -62,6 +62,6 @@ void draw_objects();
|
|||
|
||||
void update_collision();
|
||||
|
||||
object_t* interpolate_move(object_t* object, float target_x, float target_y, float max_step_size);
|
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void interpolate_move(object_t* object, float target_x, float target_y, float max_step_size, int slide);
|
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|
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#endif /* _world_h */
|
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|
|
28
src/engine.c
28
src/engine.c
|
@ -5,11 +5,27 @@
|
|||
#include "corelib/input.h"
|
||||
#include "time.h"
|
||||
|
||||
static float _delta_time = 0;
|
||||
static double _delta_time = 0;
|
||||
static double _min_frame_interval = 0;
|
||||
static struct timespec start_last_frame;
|
||||
|
||||
#define CURRENT_TIME(__out) { struct timespect ts; timespec_get(&ts, TIME_UTC); __out = ts.tv_sec + tv.nsec * 1E-09; }
|
||||
|
||||
inline static
|
||||
double timespec_to_sec(struct timespec spec) {
|
||||
return (double)spec.tv_sec + (double)spec.tv_nsec * 1E-09;
|
||||
}
|
||||
|
||||
inline float delta_time() {
|
||||
return _delta_time;
|
||||
return (float)_delta_time;
|
||||
}
|
||||
|
||||
void set_frame_interval(double frame_interval) {
|
||||
_min_frame_interval = frame_interval;
|
||||
}
|
||||
|
||||
void set_frame_rate_limit(int fps) {
|
||||
_min_frame_interval = 1.0/(double)fps;
|
||||
}
|
||||
|
||||
static inline
|
||||
|
@ -58,8 +74,7 @@ int _engine_run() {
|
|||
struct timespec next_time;
|
||||
while(g_context.running) {
|
||||
timespec_get(&next_time, TIME_UTC);
|
||||
_delta_time = (next_time.tv_nsec - start_last_frame.tv_nsec) * 1E-9;
|
||||
if(next_time.tv_nsec < start_last_frame.tv_nsec) _delta_time = 0;
|
||||
_delta_time = timespec_to_sec(next_time) - timespec_to_sec(start_last_frame);
|
||||
start_last_frame = next_time;
|
||||
_handle_events();
|
||||
update_input();
|
||||
|
@ -70,6 +85,11 @@ int _engine_run() {
|
|||
update_objects(); // update world objects
|
||||
draw_objects(); // draw world objects
|
||||
swap_buffer();
|
||||
do {
|
||||
timespec_get(&next_time, TIME_UTC);
|
||||
_delta_time = timespec_to_sec(next_time) - timespec_to_sec(start_last_frame);
|
||||
SDL_PumpEvents();
|
||||
} while(_delta_time < _min_frame_interval);
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
|
|
@ -6,6 +6,8 @@ extern "C" {
|
|||
#endif
|
||||
|
||||
extern float delta_time();
|
||||
extern void set_frame_interval(double frame_interval);
|
||||
extern void set_frame_rate_limit(int fps);
|
||||
|
||||
/* TO BE DEFINED IN GAME */
|
||||
|
||||
|
|
Loading…
Reference in New Issue