Files
GameLib/Entity.c
2011-12-16 01:00:00 +01:00

265 lines
4.6 KiB
C

#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include "Util.h"
#include "Draw.h"
#include "Anim.h"
#include "Entity.h"
/////////////////////////////
// Entity_New
//
//
Entity *Entity_New(){
Entity *e;
e=malloc(sizeof(Entity));
e->type=0;
vec2_set(e->pos,0.0f,0.0f);
vec2_set(e->vel,0.0f,0.0f);
e->radius=1.0f;
e->mass=1.0f;
e->elast=0.0f;
e->fric_static=1.0f;
e->fric_dynamic=0.0f;
//e->img=NULL;
AnimPlay_SetImg(&e->anim,NULL);
e->proc=NULL;
e->postproc=NULL;
e->collision=NULL;
return(e);
}
/////////////////////////////
// Entity_Destroy
//
//
void Entity_Destroy(Entity *e){
free(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]);
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;
//n->img=e->img;
AnimPlay_Copy(&n->anim,&e->anim);
n->proc=e->proc;
n->postproc=e->postproc;
n->collision=e->collision;
return(n);
}
/////////////////////////////
// Entity_Draw
//
//
void Entity_Draw(Entity *e){
//if(e->img)
// Draw_DrawImg(e->img,e->pos[0],e->pos[1]);
AnimPlay_Draw(&e->anim,e->pos[0],e->pos[1]);
}
/////////////////////////////
// Entity_Process
//
//
void Entity_Process(Entity *b,int ft){
// 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)));
}
}
// Animate
AnimPlay_IncTime(&e->anim,ft);
}
/////////////////////////////
// Entity_CollisionResponse
//
// Response to a collision
void Entity_CollisionResponse(
Entity *b1,Entity *b2,float t,vec2 n)
{
float moment;
vec2 temp,temp2;
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 cir1[2];
vec2 cir1i,cir2i;
Entity *b_aux;
// FIX: Swap colision order based on moving object
if(vec2_dot(b1->vel,b1->vel)<vec2_dot(b2->vel,b2->vel)){
b_aux=b1;
b1=b2;
b2=b_aux;
}
// Prepare testing vectors
vec2_copy(cir1[0],b1->pos);
vec2_plus(cir1[1],b1->pos,b1->vel);
vec2_minus(cir1[1],cir1[1],b2->vel);
if(Colision_CircleCircle(cir1,b1->radius,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){
Entity_CollisionResponse(b1,b2,t,n);
return(1);
}else{
return(0);
}
}
return(0);
}
/////////////////////////////
// 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);
}
}