Files
GameLib/Entity.c
2011-12-28 01:00:00 +01:00

445 lines
7.9 KiB
C

// Copyright (C) 2011 Valeriano Alfonso Rodriguez (Kableado)
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include "Util.h"
#include "Draw.h"
#include "Anim.h"
#include "Entity.h"
/////////////////////////////
// Entity_New
//
//
Entity *_free_entity=NULL;
Entity *Entity_New(){
Entity *e;
if(!_free_entity){
e=malloc(sizeof(Entity));
}else{
e=_free_entity;
_free_entity=e->next;
}
e->type=0;
vec2_set(e->pos,0.0f,0.0f);
e->flags=EntityFlag_Collision|EntityFlag_Overlap;
e->zorder=1;
vec2_set(e->vel,0.0f,0.0f);
e->radius=1.0f;
e->mass=1.0f;
e->elast=0.0f;
e->fric_static=0.0f;
e->fric_dynamic=0.0f;
AnimPlay_SetImg(&e->anim,NULL);
e->color[0]=e->color[1]=e->color[2]=e->color[3]=1.0f;
e->light[0]=e->light[1]=e->light[2]=e->light[3]=1.0f;
e->oncopy=NULL;
e->ondelete=NULL;
e->proc=NULL;
e->postproc=NULL;
e->collision=NULL;
e->overlap=NULL;
e->A=0;
e->child=NULL;
e->next=NULL;
return(e);
}
/////////////////////////////
// Entity_Destroy
//
//
void Entity_Destroy(Entity *e){
if(e->ondelete){
e->ondelete(e);
}
e->next=_free_entity;
_free_entity=e;
}
/////////////////////////////
// Entity_Copy
//
//
Entity *Entity_Copy(Entity *e){
Entity *n;
n=Entity_New();
n->type=e->type;
vec2_set(n->pos,e->pos[0],e->pos[1]);
n->flags=e->flags;
n->zorder=e->zorder;
vec2_set(n->vel,e->vel[0],e->vel[1]);
n->radius=e->radius;
n->mass=e->mass;
n->elast=e->elast;
n->fric_static=e->fric_static;
n->fric_dynamic=e->fric_dynamic;
AnimPlay_Copy(&n->anim,&e->anim);
n->color[0]=e->color[0];
n->color[1]=e->color[1];
n->color[2]=e->color[2];
n->color[3]=e->color[3];
n->light[0]=e->light[0];
n->light[1]=e->light[1];
n->light[2]=e->light[2];
n->light[3]=e->light[3];
n->oncopy=e->oncopy;
n->ondelete=e->ondelete;
n->proc=e->proc;
n->postproc=e->postproc;
n->collision=e->collision;
n->overlap=e->overlap;
n->A=e->A;
n->child=e->child;
// Call the copy event
if(n->oncopy){
n->oncopy(n);
}
return(n);
}
/////////////////////////////
// Entity_Draw
//
//
void Entity_Draw(Entity *e,int x,int y){
Draw_SetColor(e->color[0],e->color[1],e->color[2],e->color[3]);
AnimPlay_Draw(&e->anim,e->pos[0]+x,e->pos[1]+y);
}
/////////////////////////////
// Entity_Process
//
//
void Entity_Process(Entity *b,int ft){
b->flags&=~EntityFlag_UpdatedPos;
// Launch method
if(b->proc){
b->proc(b,ft);
}
}
/////////////////////////////
// Entity_PostProcess
//
//
void Entity_PostProcess(Entity *e,int ft){
float qlen,len;
// Launch method
if(e->postproc){
e->postproc(e,ft);
}
// Determine if there is movement
qlen=vec2_dot(e->vel,e->vel);
if(qlen>0.0f){
// Update position
vec2_plus(e->pos,e->pos,e->vel);
// Aply friction
len=sqrtf(qlen);
if(len<e->fric_static){
// Stopped by static friction
vec2_set(e->vel,0,0);
}else{
// Aply dynamic friction
vec2_scale(e->vel,e->vel,
1.0f-(e->fric_dynamic+(e->fric_static/len)));
}
e->flags|=EntityFlag_UpdatedPos;
}
// Animate
AnimPlay_IncTime(&e->anim,ft);
}
/////////////////////////////
// Entity_CollisionResponse
//
// Normal response to a collision.
void Entity_CollisionResponse(
Entity *b1,Entity *b2,float t,vec2 n)
{
float moment;
vec2 temp;
float elast;
if(b1->mass>0.0f && b2->mass>0.0f){
// Calculate elasticity
elast=(b1->mass*b1->elast+b2->mass*b2->elast)/
(b1->mass+b2->mass);
// Collision between two massed balls
moment=((1.0f+elast)*b1->mass*b2->mass*
(vec2_dot(b1->vel,n)+vec2_dot(b2->vel,n)))
/(b1->mass+b2->mass);
vec2_scale(temp,n,moment/b1->mass);
vec2_minus(b1->vel,b1->vel,temp);
vec2_scale(temp,n,moment/b2->mass);
vec2_plus(b2->vel,b2->vel,temp);
}else
if(b1->mass>0.0f && b2->mass<=0.0f){
// Collision between a massed ball and a fixed ball
moment=(1.0f+b1->elast)*
(vec2_dot(b1->vel,n));
vec2_scale(temp,n,moment);
vec2_minus(b1->vel,b1->vel,temp);
}else
if(b1->mass<=0.0f && b2->mass>0.0f){
// Collision between a massed ball and a fixed ball
// (imposible, but better safe)
moment=(1.0f+b2->elast)*
(vec2_dot(b2->vel,n));
vec2_scale(temp,n,moment);
vec2_plus(b2->vel,b2->vel,temp);
}else{
// Collision between 2 fixed balls
// (imposible, but better safe)
vec2_set(b1->vel,0,0);
vec2_set(b2->vel,0,0);
}
}
/////////////////////////////
// Entity_Collide
//
//
int Entity_Collide(Entity *b1,Entity *b2){
float t;
vec2 n;
vec2 vel;
Entity *b_aux;
//if(!(b1->flags&EntityFlag_Collision) || !(b2->flags&EntityFlag_Collision))
// return(0);
// Test relative to b1
vec2_minus(vel,b1->vel,b2->vel);
if(vec2_dot(vel,vel)<=0.0f)
return(0);
if(Colision_CircleCircle(b1->pos,b1->radius,vel,b2->pos,b2->radius,&t,n)){
int response=1;
// Check the collision methods
if(b1->collision){
if(!b1->collision(b1,b2,t,n)){
response=0;
}
}
if(b2->collision){
vec2 n2;
vec2_scale(n2,n,-1.0f);
if(!b2->collision(b2,b1,t,n2)){
response=0;
}
}
// Collision response
if(response){
if(vec2_dot(b1->vel,b1->vel)>vec2_dot(b2->vel,b2->vel)){
Entity_CollisionResponse(b1,b2,t,n);
}else{
Entity_CollisionResponse(b2,b1,t,n);
}
return(1);
}else{
return(0);
}
}
return(0);
}
/////////////////////////////
// Entity_Overlaps
//
//
void Entity_Overlaps(Entity *b1,Entity *b2){
vec2 len;
float dist;
// if(!(b1->flags&EntityFlag_Overlap) || !(b2->flags&EntityFlag_Overlap))
// return;
vec2_minus(len,b1->pos,b2->pos);
#if 0
if(fabs(len[0])>b1->radius)
return;
if(fabs(len[1])>b1->radius)
return;
if(fabs(len[0])>b2->radius)
return;
if(fabs(len[1])>b2->radius)
return;
dist=sqrtf(vec2_dot(len,len));
if(b1->radius>dist && b1->overlap){
b1->overlap(b1,b2);
}
if(b2->radius>dist && b2->overlap){
b2->overlap(b2,b1);
}
#else
vec2_set(len,fabs(b1->pos[0]-b2->pos[0]),fabs(b1->pos[1]-b2->pos[1]));
if(b1->overlap){
if( len[0]<=b1->radius &&
len[1]<=b1->radius)
{
b1->overlap(b1,b2);
}
}
if(b2->overlap){
if( len[0]<=b2->radius &&
len[1]<=b2->radius)
{
b2->overlap(b2,b1);
}
}
#endif
}
/////////////////////////////
// Entity_AddVelLimit
//
//
void Entity_AddVelLimit(Entity *e,vec2 vel,float limit){
float vlen_orig,vlen;
vec2 dir,vel_temp;
// Normalize vel getting vel
vlen_orig=sqrtf(vec2_dot(vel,vel));
vec2_scale(dir,vel,1.0f/vlen_orig);
// Limit velocity
vlen=vec2_dot(e->vel,dir);
if(vlen<limit){
vlen=limit-vlen;
if(vlen>vlen_orig){
vlen=vlen_orig;
}
vec2_scale(vel_temp,dir,vlen);
vec2_plus(e->vel,e->vel,vel_temp);
}
}
/////////////////////////////
// Entity_SetColor
//
//
void Entity_SetColor(Entity *e,float r,float g,float b,float a){
e->color[0]=r;
e->color[1]=g;
e->color[2]=b;
e->color[3]=a;
}
/////////////////////////////
// Entity_AddColor
//
//
void Entity_AddColor(Entity *e,float r,float g,float b,float a){
e->color[0]+=r;
if(e->color[0]>1.0f)
e->color[0]=1.0f;
e->color[1]+=g;
if(e->color[1]>1.0f)
e->color[1]=1.0f;
e->color[2]+=b;
if(e->color[2]>1.0f)
e->color[2]=1.0f;
e->color[3]+=a;
if(e->color[3]>1.0f)
e->color[3]=1.0f;
}
/////////////////////////////
// Entity_AddColor
//
//
void Entity_SetLight(Entity *e,float r,float g,float b,float rad){
e->light[0]=r;
e->light[1]=g;
e->light[2]=b;
e->light[3]=rad;
}
/////////////////////////////
// Entity_AddColor
//
//
void Entity_Iluminate(Entity *e,Entity **elist,int n){
int i;
vec2 vdist;
float qdist,dist,f;
float qrad;
if(!(e->flags&EntityFlag_Light)){
Entity_SetColor(e,
e->light[0],
e->light[1],
e->light[2],
1.0f);
}else{
Entity_SetColor(e,1.0f,1.0f,1.0f,1.0f);
return;
}
for(i=0;i<n;i++){
if(e==elist[i] || !(elist[i]->flags&EntityFlag_Light))
continue;
vec2_minus(vdist,e->pos,elist[i]->pos);
qdist=vec2_dot(vdist,vdist);
qrad=elist[i]->light[3]*elist[i]->light[3];
if(qdist<qrad){
//dist=sqrtf(qdist);
//f=1.0f-dist/elist[i]->light[3];
f=1.0f-qdist/qrad;
Entity_AddColor(e,
f*elist[i]->light[0],
f*elist[i]->light[1],
f*elist[i]->light[2],
1.0f);
}
}
}