(20130126)

This commit is contained in:
2013-01-26 00:00:00 +01:00
parent 23c81ceb32
commit e283956e98
77 changed files with 1489 additions and 603 deletions

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GameLib/Util.c Normal file
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// Copyright (C) 2011 Valeriano Alfonso Rodriguez (Kableado)
#include <math.h>
#include "Util.h"
////////////////////////////////////////////////
// vec2 //
//////////
// A 2D vector.
float vec2_norm(vec2 v){
float len;
len=vec2_len(v);
vec2_scale(v,v,1.0f/len);
return(len);
}
/////////////////////////////
// SolveQuadratic
//
// Solves a Quadratic equation using a, b and c coeficients.
int SolveQuadratic(float a,float b,float c,float *Rmin,float *Rmax){
float root;
float divisor;
float b2;
b2=b*b;
root=b2-4.0*a*c;
if(root<0){
// Complex
return(0);
}
divisor=(2.0*a);
if(fabs(divisor)==0.0f){
// +inf -inf
return(0);
}
root=sqrtf(root);
Rmin[0]=(float)((-b-root)/divisor);
Rmax[0]=(float)((-b+root)/divisor);
return(1);
}
/////////////////////////////
// Intersec_RayUnitCircle
//
// Intersection between a ray and a Unit Circle.
int Intersec_RayUnitCircle(vec2 orig,vec2 vel,vec2 center,float *t){
float a,b,c;
float Rmin,Rmax;
vec2 distv;
float qlvel;
float qdistv;
// Check if the collision is even posible
qlvel=vec2_dot(vel,vel);
if(fabs(qlvel)<=0.0f)
return(0);
vec2_minus(distv,orig,center);
qdistv=vec2_dot(distv,distv);
// Solve as a unit circle
a=qlvel;
b=2.0f*vec2_dot(distv,vel);
c=qdistv-1.0f;
if(SolveQuadratic(a,b,c,&Rmin,&Rmax)){
if(Rmin>=-0.0f && Rmin<Rmax && Rmin<=1.0f){
*t=Rmin;
return(1);
}
if(Rmax>=-0.0f && Rmin>Rmax && Rmax<=1.0f){
*t=Rmax;
return(1);
}
}
return(0);
}
/////////////////////////////
// Colision_CircleCircle
//
// Colision point of a circle against another circle.
int Colision_CircleCircle(
vec2 cir1,float rad1,vec2 vel,
vec2 cir2,float rad2,
float *t,vec2 n)
{
vec2 vel_a,orig_a,cen_a,temp;
float rads,invrads;
float maxx,minx;
float maxy,miny;
// Check if the collision is even posible
rads=rad1+rad2;
minx=cir1[0]-rads;
maxx=cir1[0]+rads;
if(vel[0]>0){
maxx+=vel[0];
}else{
minx+=vel[0];
}
if(cir2[0]<minx || cir2[0]>maxx)
return(0);
miny=cir1[1]-rads;
maxy=cir1[1]+rads;
if(vel[1]>0){
maxy+=vel[1];
}else{
miny+=vel[1];
}
if(cir2[1]<miny || cir2[1]>maxy)
return(0);
// Convert to a unit circle vs ray
invrads=1.0f/rads;
vec2_scale(vel_a,vel,invrads);
vec2_scale(orig_a,cir1,invrads);
vec2_scale(cen_a,cir2,invrads);
if(Intersec_RayUnitCircle(orig_a,vel_a,cen_a,t)){
// Calculate n
vec2_scale(temp,vel,*t);
vec2_plus(temp,cir1,temp);
vec2_minus(temp,cir2,temp);
vec2_scale(n,temp,1.0f/rads);
return(1);
}
return(0);
}
/////////////////////////////
// Intersect_RayEdge
//
// Intersection between a ray and a edge.
int Intersect_RayEdge(
vec2 pos,vec2 vel,
vec2 norm,vec2 edgePos,float len,
float *t)
{
vec2 pos2,intersection,perp,edgePos2;
float delta,d1,d2,hLen;
vec2_plus(pos2,pos,vel);
hLen=len/2;
// Check intersection against the line
delta=vec2_dot(norm,edgePos);
d1=vec2_dot(pos ,norm)-delta;
d2=vec2_dot(pos2,norm)-delta;
if(d1>=-0.0001f && d2<=0.0001f){
// Intersection with line, Calculate intersection point
*t=d1/(d1-d2);
vec2_scaleadd(intersection,pos,vel,*t);
// Perpendicular
vec2_perp(perp,norm);
// Check sides
vec2_scaleadd(edgePos2,edgePos,perp,-hLen);
delta=-vec2_dot(perp,edgePos2);
d1=(-vec2_dot(perp,intersection))-delta;
vec2_scaleadd(edgePos2,edgePos,perp,hLen);
delta=vec2_dot(perp,edgePos2);
d2=vec2_dot(perp,intersection)-delta;
if(d1<=0.0f && d2<=0.0f){
// Intersection inside Edge.
return(1);
}
}
return(0);
}
/////////////////////////////
// absmod
//
int absmod(int v,int d){
if(v<0){
v+=d*(((v/d)*(-1))+1);
return(v);
}else{
return(v%d);
}
}
float fabsmod(float v,int d){
if(v<0){
v+=d*((((int)(v/d))*(-1))+1);
return(v);
}else{
v-=d*(((int)(v/d))+1);
return(v);
}
}