split-world-module #9
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@ -0,0 +1,16 @@
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#include "object.h"
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object_t object_default() {
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return (object_t){
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.active = 1,
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.enabled = 1,
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.collider = collider_default(),
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.evt_draw = &object_draw_sprite,
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.evt_update = NULL,
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.sprite = sprite_default(),
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};
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}
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void object_draw_sprite(object_t* object) {
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draw_sprite(&object->sprite);
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}
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@ -0,0 +1,29 @@
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#ifndef _object_h
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#define _object_h
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#include "render.h"
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#include "physics.h"
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typedef struct object_t object_t;
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typedef struct collider_t collider_t;
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typedef void(*tick_fn)(struct object_t*);
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typedef void(*draw_fn)(struct object_t*);
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struct object_t {
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sprite_t sprite;
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int active; // 1 if this object is in use and should not be overriden.
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int enabled; // 1 if this object's events should be triggered.
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collider_t collider; // the collider to use for this object's physics interaction.
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uintptr_t timer; // free to use for whatever
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tick_fn evt_update;
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draw_fn evt_draw;
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};
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object_t object_default();
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void object_draw_sprite(object_t* object);
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#endif /* _object_h */
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@ -0,0 +1,269 @@
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#include "physics.h"
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#include "object.h"
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#include "world.h"
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#include "math/vec.h"
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static inline
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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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collider_t collider_default() {
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return (collider_t) {
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.type=COLLIDERTYPE_NONE
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};
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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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short can_collide(const object_t* this) {
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return this->active && this->enabled;
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}
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static inline
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int _rect_overlap(float aminx, float aminy, float amaxx, float amaxy, float bminx, float bminy, float bmaxx, float bmaxy) {
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return
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(
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(aminx < bmaxx && aminx > bmaxx)
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||
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(amaxx > bminx && amaxx < bmaxx)
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) && (
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(aminy < bmaxy && aminy > bmaxy)
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||
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(amaxy > bminy && amaxy < bmaxy)
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);
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}
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static inline
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short _collision_aabb_aabb(const object_t* a, const object_t* b) {
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const float aminx = a->collider.aabb.x + a->sprite.x, aminy = a->collider.aabb.y + a->sprite.x;
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const float amaxx = aminx + a->collider.aabb.w, amaxy = aminy + a->collider.aabb.h;
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const float bminx = b->collider.aabb.x, bminy = b->collider.aabb.y;
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const float bmaxx = b->collider.aabb.x + b->collider.aabb.w, bmaxy = b->collider.aabb.y + b->collider.aabb.h;
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return _rect_overlap(aminx, aminy, amaxx, amaxy, bminx, bminy, bmaxx, bmaxy);
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}
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static inline
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short _collision_circle_circle(const object_t* a, const object_t* b) {
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const float ax = a->sprite.x + a->collider.circle.x, ay = a->sprite.y + a->collider.circle.y,
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bx = b->sprite.x + b->collider.circle.x, by = b->sprite.y + b->collider.circle.y;
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const float dx = fabsf(ax-bx), dy = fabsf(ay-by);
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const float sqrdist = dx*dx+dy*dy;
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const float mindist = a->collider.circle.radius + b->collider.circle.radius;
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const float mindistsqr = mindist*mindist;
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return sqrdist < mindistsqr;
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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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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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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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y = fclampf(cy, bbminy, bbmaxy);
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const float dx = fabsf(cx - x), dy = fabsf(cy - y);
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// calculate the square distance from the centre of the circle to the edge of the aabb
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const float distsqr = dx*dx+dy*dy;
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const float rsqr = circle->collider.circle.radius*circle->collider.circle.radius;
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// return if the square distance is larger than the square of the radius
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return distsqr < rsqr;
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}
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static inline
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short _collision_check(const object_t* a, const object_t* b) {
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if(a->collider.type == COLLIDERTYPE_AABB && b->collider.type == COLLIDERTYPE_AABB) {
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return _collision_aabb_aabb(a, b);
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} else if(a->collider.type == COLLIDERTYPE_CIRCLE && b->collider.type == COLLIDERTYPE_CIRCLE) {
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return _collision_circle_circle(a, b);
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} else if(a->collider.type == COLLIDERTYPE_CIRCLE && b->collider.type == COLLIDERTYPE_AABB) {
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return _collision_circle_aabb(a, b);
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} else if(a->collider.type == COLLIDERTYPE_AABB && b->collider.type == COLLIDERTYPE_CIRCLE) {
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return _collision_circle_aabb(b, a);
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}
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return 0;
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}
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static inline
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float _solve_circle_aabb(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 _solve_circle_circle(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 _solve_aabb_aabb(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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float get_solve_force(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 _solve_aabb_aabb(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 = _solve_circle_aabb(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 _solve_circle_aabb(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 _solve_circle_circle(a, b, out_px, out_py);
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}
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}
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static inline
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void _solve_collision_slide(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_solve_force(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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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;
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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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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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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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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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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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if(slide) {
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_solve_collision_slide(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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}
|
|
@ -0,0 +1,41 @@
|
|||
#ifndef _physics_h
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#define _physics_h
|
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|
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#include "SDL2/SDL_rect.h"
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|
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typedef struct object_t object_t;
|
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|
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typedef void(*collided_fn)(object_t*, struct object_t*);
|
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|
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typedef enum collider_type_t {
|
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COLLIDERTYPE_MIN,
|
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COLLIDERTYPE_NONE,
|
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COLLIDERTYPE_CIRCLE,
|
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COLLIDERTYPE_AABB,
|
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COLLIDERTYPE_MAX,
|
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} collider_type_t;
|
||||
|
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typedef struct collider_t {
|
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collider_type_t type;
|
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collided_fn evt_collision;
|
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union {
|
||||
struct {
|
||||
float x, y;
|
||||
float radius;
|
||||
} circle;
|
||||
SDL_FRect aabb;
|
||||
};
|
||||
} collider_t;
|
||||
|
||||
collider_t collider_default();
|
||||
|
||||
void object_broadcast_evt_collision(object_t* this, object_t* other);
|
||||
|
||||
void physics_update();
|
||||
|
||||
void interpolate_move(object_t* object, float target_x, float target_y, float max_step_size, int slide);
|
||||
|
||||
extern short can_collide(const object_t* this);
|
||||
extern float get_solve_force(const object_t* this, const object_t* other, float* solve_x, float* solve_y);
|
||||
|
||||
#endif /* _physics_h */
|
|
@ -253,6 +253,19 @@ void _exec_text_cmd(const drawcmd_t* cmd) {
|
|||
free(cmd->text.text);
|
||||
}
|
||||
|
||||
sprite_t sprite_default() {
|
||||
return (sprite_t){
|
||||
.texture = NULL,
|
||||
.x = 0.f, .y = 0.f,
|
||||
.origin = (SDL_FPoint){0.f, 0.f},
|
||||
.sx = 1.f, .sy = 1.f,
|
||||
.rot = 0.f,
|
||||
.depth = RLAYER_SPRITES,
|
||||
.uv = (SDL_Rect){0.f, 0.f, 0.f, 0.f},
|
||||
.flip = SDL_FLIP_NONE,
|
||||
};
|
||||
}
|
||||
|
||||
sprite_t render_text(const char* str, SDL_FRect area, text_style_t style) {
|
||||
SDL_FRect r = area;
|
||||
int fh = TTF_FontHeight(style.font);
|
||||
|
|
|
@ -91,6 +91,8 @@ extern void screen_to_view(float* x, float* y);
|
|||
extern void clear_buffer();
|
||||
extern void swap_buffer();
|
||||
|
||||
extern sprite_t sprite_default();
|
||||
|
||||
extern sprite_t render_text(const char* str, SDL_FRect area, text_style_t style);
|
||||
extern void draw_sprite(const sprite_t* sprite);
|
||||
extern void draw_rect(const rectshape_t* rect);
|
||||
|
|
|
@ -10,10 +10,6 @@ void world_clear() {
|
|||
}
|
||||
}
|
||||
|
||||
void object_draw_sprite(object_t* object) {
|
||||
draw_sprite(&object->sprite);
|
||||
}
|
||||
|
||||
object_t* _find_free_object() {
|
||||
for(int i = 0; i < WORLD_NUM_OBJECTS; ++i) {
|
||||
if(g_objects[i].active == 0) {
|
||||
|
@ -25,12 +21,7 @@ object_t* _find_free_object() {
|
|||
|
||||
object_t* make_object() {
|
||||
object_t* o = _find_free_object();
|
||||
o->active = 1;
|
||||
o->enabled = 1;
|
||||
o->collider = collider_default();
|
||||
o->evt_draw = &object_draw_sprite;
|
||||
o->evt_update = NULL;
|
||||
memset(&o->sprite, 0, sizeof(sprite_t));
|
||||
*o = object_default();
|
||||
return o;
|
||||
}
|
||||
|
||||
|
@ -41,13 +32,7 @@ object_t* instantiate_object(const object_t *original) {
|
|||
return obj;
|
||||
}
|
||||
|
||||
collider_t collider_default() {
|
||||
return (collider_t) {
|
||||
.type=COLLIDERTYPE_NONE
|
||||
};
|
||||
}
|
||||
|
||||
void update_objects() {
|
||||
void world_update() {
|
||||
for(int i = 0; i < WORLD_NUM_OBJECTS; ++i) {
|
||||
if(g_objects[i].active == 1
|
||||
&& g_objects[i].enabled == 1
|
||||
|
@ -57,7 +42,7 @@ void update_objects() {
|
|||
}
|
||||
}
|
||||
|
||||
void draw_objects() {
|
||||
void world_draw() {
|
||||
for(int i = 0; i < WORLD_NUM_OBJECTS; ++i) {
|
||||
if(g_objects[i].active == 1
|
||||
&& g_objects[i].enabled == 1
|
||||
|
@ -66,280 +51,3 @@ void draw_objects() {
|
|||
}
|
||||
}
|
||||
}
|
||||
|
||||
static inline
|
||||
int _rect_overlap(float aminx, float aminy, float amaxx, float amaxy, float bminx, float bminy, float bmaxx, float bmaxy) {
|
||||
return
|
||||
(
|
||||
(aminx < bmaxx && aminx > bmaxx)
|
||||
||
|
||||
(amaxx > bminx && amaxx < bmaxx)
|
||||
) && (
|
||||
(aminy < bmaxy && aminy > bmaxy)
|
||||
||
|
||||
(amaxy > bminy && amaxy < bmaxy)
|
||||
);
|
||||
}
|
||||
|
||||
static inline
|
||||
short _collision_aabb_aabb(const object_t* a, const object_t* b) {
|
||||
const float aminx = a->collider.aabb.x + a->sprite.x, aminy = a->collider.aabb.y + a->sprite.x;
|
||||
const float amaxx = aminx + a->collider.aabb.w, amaxy = aminy + a->collider.aabb.h;
|
||||
const float bminx = b->collider.aabb.x, bminy = b->collider.aabb.y;
|
||||
const float bmaxx = b->collider.aabb.x + b->collider.aabb.w, bmaxy = b->collider.aabb.y + b->collider.aabb.h;
|
||||
|
||||
return _rect_overlap(aminx, aminy, amaxx, amaxy, bminx, bminy, bmaxx, bmaxy);
|
||||
}
|
||||
|
||||
static inline
|
||||
short _collision_circle_circle(const object_t* a, const object_t* b) {
|
||||
const float ax = a->sprite.x + a->collider.circle.x, ay = a->sprite.y + a->collider.circle.y,
|
||||
bx = b->sprite.x + b->collider.circle.x, by = b->sprite.y + b->collider.circle.y;
|
||||
const float dx = fabsf(ax-bx), dy = fabsf(ay-by);
|
||||
const float sqrdist = dx*dx+dy*dy;
|
||||
const float mindist = a->collider.circle.radius + b->collider.circle.radius;
|
||||
const float mindistsqr = mindist*mindist;
|
||||
return sqrdist < mindistsqr;
|
||||
}
|
||||
|
||||
static inline
|
||||
float fclampf(float x, float min_, float max_) {
|
||||
return fminf(max_, fmaxf(min_, x));
|
||||
}
|
||||
|
||||
static inline
|
||||
float _circle_aabb_overlap(const object_t* circle, const object_t* aabb, float* out_px, float* out_py) {
|
||||
// generate a point on the edge of the rectangle that is closest to the circle
|
||||
const float bbminx = aabb->collider.aabb.x + aabb->sprite.x, bbmaxx = bbminx + aabb->collider.aabb.w,
|
||||
bbminy = aabb->collider.aabb.y + aabb->sprite.y, bbmaxy = bbminy + aabb->collider.aabb.h;
|
||||
// the centre of the circle in world space
|
||||
const float cx = circle->sprite.x + circle->collider.circle.x,
|
||||
cy = circle->sprite.y + circle->collider.circle.y;
|
||||
// the point on the rectangle closest to the centre of the circle
|
||||
const float x = fclampf(cx, bbminx, bbmaxx),
|
||||
y = fclampf(cy, bbminy, bbmaxy);
|
||||
// the relative position of the point on the rectangle
|
||||
const float dif_x = cx - x,
|
||||
dif_y = cy - y;
|
||||
// absolute difference for use in calculating euclidean distance
|
||||
const float dist_x = fabsf(dif_x),
|
||||
dist_y = fabsf(dif_y);
|
||||
// euclidean distance
|
||||
const float dist = sqrt(dist_x*dist_x + dist_y*dist_y);
|
||||
const float solve_distance = circle->collider.circle.radius - dist;
|
||||
// distance to solve collision
|
||||
float solve_x, solve_y;
|
||||
normalize(dif_x, dif_y, &solve_x, &solve_y);
|
||||
*out_px = solve_x * solve_distance;
|
||||
*out_py = solve_y * solve_distance;
|
||||
return solve_distance;
|
||||
}
|
||||
|
||||
static inline
|
||||
float _circle_circle_overlap(const object_t* a, const object_t* b, float* out_px, float* out_py) {
|
||||
const float x1 = a->collider.circle.x + a->sprite.x, y1 = a->collider.circle.y + a->sprite.y;
|
||||
const float x2 = b->collider.circle.x + b->sprite.x, y2 = b->collider.circle.y + b->sprite.y;
|
||||
const float dif_x = x1 - x2, dif_y = y1 - y2;
|
||||
const float difference = sqrtf(fabsf(dif_x*dif_x) + fabsf(dif_y*dif_y));
|
||||
const float target_difference = a->collider.circle.radius + b->collider.circle.radius;
|
||||
float dir_x, dir_y;
|
||||
normalize(dif_x, dif_y, &dir_x, &dir_y);
|
||||
*out_px = dir_x * target_difference;
|
||||
*out_py = dir_y * target_difference;
|
||||
return target_difference;
|
||||
}
|
||||
|
||||
static inline
|
||||
float _aabb_aabb_overlap(const object_t* a, const object_t* b, float* out_px, float* out_py) {
|
||||
float right = (a->collider.aabb.x + a->collider.aabb.w + a->sprite.x) - (b->collider.aabb.x + b->sprite.x);
|
||||
float left = (a->collider.aabb.x + a->sprite.x) - (b->collider.aabb.x + b->collider.aabb.w + b->sprite.x);
|
||||
float top = (a->collider.aabb.y + a->sprite.y) - (b->collider.aabb.y + b->collider.aabb.w + b->sprite.y);
|
||||
float bottom = (a->collider.aabb.y + a->collider.aabb.h) - (b->collider.aabb.y + b->sprite.y);
|
||||
|
||||
float ret = right;
|
||||
*out_px = right;
|
||||
*out_py = 0.f;
|
||||
if(fabsf(left) < fabsf(ret)) {
|
||||
*out_px = left;
|
||||
*out_py = 0.f;
|
||||
ret = left;
|
||||
}
|
||||
if(fabsf(top) < fabsf(ret)) {
|
||||
*out_px = 0.f;
|
||||
*out_py = top;
|
||||
ret = top;
|
||||
}
|
||||
|
||||
if(fabsf(bottom) < fabsf(ret)) {
|
||||
*out_px = 0.f;
|
||||
*out_py = bottom;
|
||||
return bottom;
|
||||
}
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
static inline
|
||||
float _get_overlap(const object_t* a, const object_t* b, float* out_px, float* out_py) {
|
||||
if(a->collider.type == COLLIDERTYPE_AABB && b->collider.type == COLLIDERTYPE_AABB) {
|
||||
return _aabb_aabb_overlap(a, b, out_px, out_py);
|
||||
} else if(a->collider.type == COLLIDERTYPE_AABB && b->collider.type == COLLIDERTYPE_CIRCLE) {
|
||||
float penetration_distance = _circle_aabb_overlap(b, a, out_px, out_py);
|
||||
*out_px = -(*out_px);
|
||||
*out_py = -(*out_py);
|
||||
} else if(a->collider.type == COLLIDERTYPE_CIRCLE && b->collider.type == COLLIDERTYPE_AABB) {
|
||||
return _circle_aabb_overlap(a, b, out_px, out_py);
|
||||
} else if(a->collider.type == COLLIDERTYPE_CIRCLE && b->collider.type == COLLIDERTYPE_CIRCLE) {
|
||||
return _circle_circle_overlap(a, b, out_px, out_py);
|
||||
}
|
||||
}
|
||||
|
||||
static inline
|
||||
short _collision_circle_aabb(const object_t* circle, const object_t* aabb) {
|
||||
// generate a point on the edge of the rectangle that is closest to the circle
|
||||
const float bbminx = aabb->collider.aabb.x + aabb->sprite.x, bbmaxx = bbminx + aabb->collider.aabb.w,
|
||||
bbminy = aabb->collider.aabb.y + aabb->sprite.y, bbmaxy = bbminy + aabb->collider.aabb.h;
|
||||
const float cx = circle->sprite.x + circle->collider.circle.x,
|
||||
cy = circle->sprite.y + circle->collider.circle.y;
|
||||
const float x = fclampf(cx, bbminx, bbmaxx),
|
||||
y = fclampf(cy, bbminy, bbmaxy);
|
||||
const float dx = fabsf(cx - x), dy = fabsf(cy - y);
|
||||
|
||||
// calculate the square distance from the centre of the circle to the edge of the aabb
|
||||
const float distsqr = dx*dx+dy*dy;
|
||||
const float rsqr = circle->collider.circle.radius*circle->collider.circle.radius;
|
||||
|
||||
// return if the square distance is larger than the square of the radius
|
||||
return distsqr < rsqr;
|
||||
}
|
||||
|
||||
static inline
|
||||
short _collision_check(const object_t* a, const object_t* b) {
|
||||
if(a->collider.type == COLLIDERTYPE_AABB && b->collider.type == COLLIDERTYPE_AABB) {
|
||||
return _collision_aabb_aabb(a, b);
|
||||
} else if(a->collider.type == COLLIDERTYPE_CIRCLE && b->collider.type == COLLIDERTYPE_CIRCLE) {
|
||||
return _collision_circle_circle(a, b);
|
||||
} else if(a->collider.type == COLLIDERTYPE_CIRCLE && b->collider.type == COLLIDERTYPE_AABB) {
|
||||
return _collision_circle_aabb(a, b);
|
||||
} else if(a->collider.type == COLLIDERTYPE_AABB && b->collider.type == COLLIDERTYPE_CIRCLE) {
|
||||
return _collision_circle_aabb(b, a);
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
static inline
|
||||
short _can_collide(const object_t* object) {
|
||||
return object->active && object->enabled;
|
||||
}
|
||||
|
||||
void object_broadcast_collision(object_t* this, object_t* other) {
|
||||
if(this->collider.evt_collision != NULL) {
|
||||
this->collider.evt_collision(this, other);
|
||||
}
|
||||
}
|
||||
|
||||
void update_collision() {
|
||||
for(int outer = 0; outer < WORLD_NUM_OBJECTS; ++outer) {
|
||||
object_t* oobject = g_objects + outer;
|
||||
if(!_can_collide(oobject)) continue;
|
||||
for(int inner = 0; inner < WORLD_NUM_OBJECTS; ++inner) {
|
||||
object_t* iobject = g_objects + inner;
|
||||
if(!_can_collide(oobject)) continue;
|
||||
|
||||
if(outer != inner && _collision_check(iobject, oobject)) {
|
||||
object_broadcast_collision(oobject, iobject);
|
||||
object_broadcast_collision(iobject, oobject);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static inline
|
||||
void _slide_collision(object_t* this, object_t* other, float old_x, float old_y, float new_x, float new_y) {
|
||||
float dx, dy;
|
||||
const float d = _get_overlap(this, other, &dx, &dy);
|
||||
this->sprite.x += dx;
|
||||
this->sprite.y += dy;
|
||||
|
||||
return;
|
||||
this->sprite.x = old_x;
|
||||
this->sprite.y = new_y;
|
||||
if(!_collision_check(other, this)) {
|
||||
return;
|
||||
}
|
||||
|
||||
this->sprite.x = new_x;
|
||||
this->sprite.y = old_y;
|
||||
if(!_collision_check(other, this)) {
|
||||
return;
|
||||
}
|
||||
|
||||
this->sprite.x = old_x;
|
||||
this->sprite.y = old_y;
|
||||
if(!_collision_check(other, this)) {
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
void interpolate_move(object_t* object, const float target_x, const float target_y, const float max_step_size, const int slide) {
|
||||
// calculate step delta
|
||||
float dx = target_x - object->sprite.x, dy = target_y - object->sprite.y;
|
||||
if(dx == 0 && dy == 0)
|
||||
return;
|
||||
// calculate direction x,y
|
||||
float m = sqrtf(dx*dx + dy*dy);
|
||||
if(dx != 0)
|
||||
dx /= m;
|
||||
if(dy != 0)
|
||||
dy /= m;
|
||||
dx *= max_step_size; dy *= max_step_size;
|
||||
int step_count = max_step_size / m;
|
||||
|
||||
// ensure this object would ever collide
|
||||
// if it wouldn't collide anyway, just set position
|
||||
if(!_can_collide(object)) {
|
||||
object->sprite.x = target_x;
|
||||
object->sprite.y = target_y;
|
||||
return;
|
||||
}
|
||||
|
||||
/*
|
||||
* 1. move towards target
|
||||
* 2. check collision with every other object
|
||||
*/
|
||||
for(int steps = 0; steps < step_count && (object->sprite.x != target_x || object->sprite.y != target_y); ++steps) {
|
||||
// move towards target, snap to target if distance is too low
|
||||
const float old_x = object->sprite.x, old_y = object->sprite.y;
|
||||
float new_x, new_y;
|
||||
|
||||
const float distx = fabsf(object->sprite.x - target_x), disty = fabsf(object->sprite.y - target_y);
|
||||
const float sqdist = distx*distx + disty*disty;
|
||||
if(sqdist > max_step_size) {
|
||||
object->sprite.x += dx;
|
||||
object->sprite.y += dy;
|
||||
new_x = object->sprite.x;
|
||||
new_y = object->sprite.y;
|
||||
} else {
|
||||
new_x = object->sprite.x = target_x;
|
||||
new_y = object->sprite.y = target_y;
|
||||
}
|
||||
|
||||
// loop over all objects and check collision if applicable
|
||||
for(int i = 0; i < WORLD_NUM_OBJECTS; ++i) {
|
||||
// get pointer to other object
|
||||
object_t* other = g_objects + i;
|
||||
// check collision, return if found
|
||||
if(_can_collide(other) && object != other && _collision_check(other, object)) {
|
||||
object_broadcast_collision(other, object);
|
||||
object_broadcast_collision(object, other);
|
||||
if(slide) {
|
||||
_slide_collision(object, other, old_x, old_y, new_x, new_y);
|
||||
} else {
|
||||
object->sprite.x = old_x;
|
||||
object->sprite.y = old_y;
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,67 +1,20 @@
|
|||
#ifndef _world_h
|
||||
#define _world_h
|
||||
|
||||
#include "render.h"
|
||||
#include <stdint.h>
|
||||
#include "object.h"
|
||||
|
||||
#define WORLD_NUM_OBJECTS 255
|
||||
|
||||
typedef struct object_t object_t;
|
||||
|
||||
typedef void(*tick_fn)(struct object_t*);
|
||||
typedef void(*draw_fn)(struct object_t*);
|
||||
typedef void(*collided_fn)(struct object_t*, struct object_t*);
|
||||
|
||||
typedef enum collider_type_t {
|
||||
COLLIDERTYPE_MIN,
|
||||
COLLIDERTYPE_NONE,
|
||||
COLLIDERTYPE_CIRCLE,
|
||||
COLLIDERTYPE_AABB,
|
||||
COLLIDERTYPE_MAX,
|
||||
} collider_type_t;
|
||||
|
||||
typedef struct collider_t {
|
||||
collider_type_t type;
|
||||
collided_fn evt_collision;
|
||||
union {
|
||||
struct {
|
||||
float x, y;
|
||||
float radius;
|
||||
} circle;
|
||||
SDL_FRect aabb;
|
||||
};
|
||||
} collider_t;
|
||||
|
||||
struct object_t {
|
||||
sprite_t sprite;
|
||||
int active; // 1 if this object is in use and should not be overriden.
|
||||
int enabled; // 1 if this object's events should be triggered.
|
||||
collider_t collider; // the collider to use for this object's physics interaction.
|
||||
|
||||
uintptr_t timer; // free to use for whatever
|
||||
|
||||
tick_fn evt_update;
|
||||
draw_fn evt_draw;
|
||||
};
|
||||
|
||||
extern object_t g_objects[WORLD_NUM_OBJECTS];
|
||||
|
||||
void world_clear();
|
||||
|
||||
|
||||
object_t* make_object();
|
||||
object_t* instantiate_object(const object_t* original);
|
||||
|
||||
collider_t collider_default();
|
||||
void world_clear();
|
||||
|
||||
void object_draw_sprite(object_t* object);
|
||||
void object_broadcast_evt_collision(object_t* this, object_t* other);
|
||||
|
||||
void update_objects();
|
||||
void draw_objects();
|
||||
|
||||
void update_collision();
|
||||
|
||||
void interpolate_move(object_t* object, float target_x, float target_y, float max_step_size, int slide);
|
||||
void world_update();
|
||||
void world_draw();
|
||||
|
||||
#endif /* _world_h */
|
||||
|
|
|
@ -82,8 +82,8 @@ int _engine_run() {
|
|||
update_ui();
|
||||
_render_mode = 0;
|
||||
update_game();
|
||||
update_objects(); // update world objects
|
||||
draw_objects(); // draw world objects
|
||||
world_update(); // update world objects
|
||||
world_draw(); // draw world objects
|
||||
swap_buffer();
|
||||
do {
|
||||
timespec_get(&next_time, TIME_UTC);
|
||||
|
|
Loading…
Reference in New Issue