265 lines
4.6 KiB
C
265 lines
4.6 KiB
C
#include <stdio.h>
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#include <stdlib.h>
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#include <math.h>
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#include "Util.h"
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#include "Draw.h"
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#include "Anim.h"
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#include "Entity.h"
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/////////////////////////////
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// Entity_New
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//
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//
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Entity *Entity_New(){
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Entity *e;
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e=malloc(sizeof(Entity));
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e->type=0;
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vec2_set(e->pos,0.0f,0.0f);
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vec2_set(e->vel,0.0f,0.0f);
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e->radius=1.0f;
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e->mass=1.0f;
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e->elast=0.0f;
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e->fric_static=1.0f;
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e->fric_dynamic=0.0f;
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//e->img=NULL;
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AnimPlay_SetImg(&e->anim,NULL);
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e->proc=NULL;
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e->postproc=NULL;
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e->collision=NULL;
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return(e);
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}
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/////////////////////////////
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// Entity_Destroy
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//
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//
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void Entity_Destroy(Entity *e){
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free(e);
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}
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/////////////////////////////
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// Entity_Copy
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//
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//
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Entity *Entity_Copy(Entity *e){
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Entity *n;
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n=Entity_New();
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n->type=e->type;
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vec2_set(n->pos,e->pos[0],e->pos[1]);
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vec2_set(n->vel,e->vel[0],e->vel[1]);
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n->radius=e->radius;
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n->mass=e->mass;
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n->elast=e->elast;
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n->fric_static=e->fric_static;
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n->fric_dynamic=e->fric_dynamic;
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//n->img=e->img;
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AnimPlay_Copy(&n->anim,&e->anim);
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n->proc=e->proc;
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n->postproc=e->postproc;
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n->collision=e->collision;
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return(n);
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}
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/////////////////////////////
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// Entity_Draw
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//
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//
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void Entity_Draw(Entity *e){
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//if(e->img)
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// Draw_DrawImg(e->img,e->pos[0],e->pos[1]);
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AnimPlay_Draw(&e->anim,e->pos[0],e->pos[1]);
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}
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/////////////////////////////
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// Entity_Process
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//
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//
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void Entity_Process(Entity *b,int ft){
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// Launch method
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if(b->proc){
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b->proc(b,ft);
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}
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}
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/////////////////////////////
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// Entity_PostProcess
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//
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//
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void Entity_PostProcess(Entity *e,int ft){
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float qlen,len;
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// Launch method
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if(e->postproc){
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e->postproc(e,ft);
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}
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// Determine if there is movement
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qlen=vec2_dot(e->vel,e->vel);
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if(qlen>0.0f){
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// Update position
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vec2_plus(e->pos,e->pos,e->vel);
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// Aply friction
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len=sqrtf(qlen);
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if(len<e->fric_static){
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// Stopped by static friction
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vec2_set(e->vel,0,0);
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}else{
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// Aply dynamic friction
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vec2_scale(e->vel,e->vel,
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1.0f-(e->fric_dynamic+(e->fric_static/len)));
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}
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}
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// Animate
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AnimPlay_IncTime(&e->anim,ft);
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}
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/////////////////////////////
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// Entity_CollisionResponse
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//
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// Response to a collision
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void Entity_CollisionResponse(
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Entity *b1,Entity *b2,float t,vec2 n)
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{
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float moment;
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vec2 temp,temp2;
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float elast;
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if(b1->mass>0.0f && b2->mass>0.0f){
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// Calculate elasticity
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elast=(b1->mass*b1->elast+b2->mass*b2->elast)/
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(b1->mass+b2->mass);
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// Collision between two massed balls
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moment=((1.0f+elast)*b1->mass*b2->mass*
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(vec2_dot(b1->vel,n)+vec2_dot(b2->vel,n)))
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/(b1->mass+b2->mass);
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vec2_scale(temp,n,moment/b1->mass);
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vec2_minus(b1->vel,b1->vel,temp);
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vec2_scale(temp,n,moment/b2->mass);
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vec2_plus(b2->vel,b2->vel,temp);
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}else
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if(b1->mass>0.0f && b2->mass<=0.0f){
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// Collision between a massed ball and a fixed ball
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moment=(1.0f+b1->elast)*
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(vec2_dot(b1->vel,n));
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vec2_scale(temp,n,moment);
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vec2_minus(b1->vel,b1->vel,temp);
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}else
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if(b1->mass<=0.0f && b2->mass>0.0f){
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// Collision between a massed ball and a fixed ball
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// (imposible, but better safe)
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moment=(1.0f+b2->elast)*
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(vec2_dot(b2->vel,n));
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vec2_scale(temp,n,moment);
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vec2_plus(b2->vel,b2->vel,temp);
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}else{
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// Collision between 2 fixed balls
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// (imposible, but better safe)
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vec2_set(b1->vel,0,0);
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vec2_set(b2->vel,0,0);
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}
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}
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/////////////////////////////
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// Entity_Collide
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//
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//
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int Entity_Collide(Entity *b1,Entity *b2){
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float t;
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vec2 n;
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vec2 cir1[2];
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vec2 cir1i,cir2i;
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Entity *b_aux;
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// FIX: Swap colision order based on moving object
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if(vec2_dot(b1->vel,b1->vel)<vec2_dot(b2->vel,b2->vel)){
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b_aux=b1;
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b1=b2;
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b2=b_aux;
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}
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// Prepare testing vectors
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vec2_copy(cir1[0],b1->pos);
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vec2_plus(cir1[1],b1->pos,b1->vel);
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vec2_minus(cir1[1],cir1[1],b2->vel);
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if(Colision_CircleCircle(cir1,b1->radius,b2->pos,b2->radius,&t,n)){
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int response=1;
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// Check the collision methods
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if(b1->collision){
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if(!b1->collision(b1,b2,t,n)){
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response=0;
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}
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}
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if(b2->collision){
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vec2 n2;
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vec2_scale(n2,n,-1.0f);
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if(!b2->collision(b2,b1,t,n2)){
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response=0;
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}
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}
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// Collision response
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if(response){
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Entity_CollisionResponse(b1,b2,t,n);
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return(1);
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}else{
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return(0);
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}
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}
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return(0);
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}
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/////////////////////////////
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// Entity_AddVelLimit
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//
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//
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void Entity_AddVelLimit(Entity *e,vec2 vel,float limit){
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float vlen_orig,vlen;
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vec2 dir,vel_temp;
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// Normalize vel getting vel
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vlen_orig=sqrtf(vec2_dot(vel,vel));
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vec2_scale(dir,vel,1.0f/vlen_orig);
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// Limit velocity
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vlen=vec2_dot(e->vel,dir);
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if(vlen<limit){
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vlen=limit-vlen;
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if(vlen>vlen_orig){
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vlen=vlen_orig;
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}
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vec2_scale(vel_temp,dir,vlen);
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vec2_plus(e->vel,e->vel,vel_temp);
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}
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}
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