450 lines
8.0 KiB
C
450 lines
8.0 KiB
C
// Copyright (C) 2011 Valeriano Alfonso Rodriguez (Kableado)
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#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 *_free_entity=NULL;
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Entity *Entity_New(){
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Entity *e;
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if(!_free_entity){
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e=malloc(sizeof(Entity));
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}else{
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e=_free_entity;
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_free_entity=e->next;
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}
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e->type=0;
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vec2_set(e->pos,0.0f,0.0f);
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e->flags=EntityFlag_Collision|EntityFlag_Overlap;
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e->zorder=1;
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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=0.0f;
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e->fric_dynamic=0.0f;
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AnimPlay_SetImg(&e->anim,NULL);
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e->color[0]=e->color[1]=e->color[2]=e->color[3]=1.0f;
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e->light[0]=e->light[1]=e->light[2]=e->light[3]=1.0f;
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e->oncopy=NULL;
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e->ondelete=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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e->overlap=NULL;
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e->A=0;
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e->child=NULL;
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e->next=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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if(e->ondelete){
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e->ondelete(e);
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}
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e->next=_free_entity;
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_free_entity=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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n->flags=e->flags;
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n->zorder=e->zorder;
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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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AnimPlay_Copy(&n->anim,&e->anim);
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n->color[0]=e->color[0];
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n->color[1]=e->color[1];
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n->color[2]=e->color[2];
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n->color[3]=e->color[3];
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n->light[0]=e->light[0];
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n->light[1]=e->light[1];
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n->light[2]=e->light[2];
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n->light[3]=e->light[3];
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n->oncopy=e->oncopy;
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n->ondelete=e->ondelete;
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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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n->overlap=e->overlap;
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n->A=e->A;
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n->child=e->child;
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// Call the copy event
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if(n->oncopy){
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n->oncopy(n);
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}
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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,int x,int y){
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Draw_SetColor(e->color[0],e->color[1],e->color[2],e->color[3]);
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AnimPlay_Draw(&e->anim,e->pos[0]+x,e->pos[1]+y);
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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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b->flags&=~EntityFlag_UpdatedPos;
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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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e->flags|=EntityFlag_UpdatedPos;
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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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// Normal 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;
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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 vel;
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//if(!(b1->flags&EntityFlag_Collision) || !(b2->flags&EntityFlag_Collision))
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// return(0);
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// Test relative to b1
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vec2_minus(vel,b1->vel,b2->vel);
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if(vec2_dot(vel,vel)<=0.0f)
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return(0);
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if(Colision_CircleCircle(b1->pos,b1->radius,vel,b2->pos,b2->radius,&t,n)){
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int response=1;
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int rc;
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// Check the collision methods
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if(b1->collision){
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rc=b1->collision(b1,b2,t,n);
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if (rc==0)
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response=0;
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if (rc>1)
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response=2;
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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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rc=b2->collision(b2,b1,t,n2);
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if (rc==0)
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response=0;
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if (rc>1)
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response=2;
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}
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// Collision response
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if(response==1){
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if(vec2_dot(b1->vel,b1->vel)>vec2_dot(b2->vel,b2->vel)){
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Entity_CollisionResponse(b1,b2,t,n);
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}else{
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Entity_CollisionResponse(b2,b1,t,n);
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}
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return(1);
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}
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if (response==2) {
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return(1);
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}
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return(0);
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}
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return(0);
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}
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/////////////////////////////
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// Entity_Overlaps
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//
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//
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void Entity_Overlaps(Entity *b1,Entity *b2){
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vec2 len;
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// if(!(b1->flags&EntityFlag_Overlap) || !(b2->flags&EntityFlag_Overlap))
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// return;
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vec2_minus(len,b1->pos,b2->pos);
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#if 0
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if(fabs(len[0])>b1->radius)
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return;
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if(fabs(len[1])>b1->radius)
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return;
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if(fabs(len[0])>b2->radius)
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return;
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if(fabs(len[1])>b2->radius)
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return;
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dist=sqrtf(vec2_dot(len,len));
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if(b1->radius>dist && b1->overlap){
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b1->overlap(b1,b2);
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}
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if(b2->radius>dist && b2->overlap){
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b2->overlap(b2,b1);
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}
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#else
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vec2_set(len,fabs(b1->pos[0]-b2->pos[0]),fabs(b1->pos[1]-b2->pos[1]));
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if(b1->overlap){
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if( len[0]<=b1->radius &&
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len[1]<=b1->radius)
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{
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b1->overlap(b1,b2);
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}
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}
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if(b2->overlap){
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if( len[0]<=b2->radius &&
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len[1]<=b2->radius)
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{
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b2->overlap(b2,b1);
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}
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}
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#endif
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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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/////////////////////////////
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// Entity_SetColor
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//
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//
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void Entity_SetColor(Entity *e,float r,float g,float b,float a){
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e->color[0]=r;
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e->color[1]=g;
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e->color[2]=b;
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e->color[3]=a;
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}
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/////////////////////////////
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// Entity_AddColor
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//
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//
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void Entity_AddColor(Entity *e,float r,float g,float b,float a){
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e->color[0]+=r;
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if(e->color[0]>1.0f)
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e->color[0]=1.0f;
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e->color[1]+=g;
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if(e->color[1]>1.0f)
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e->color[1]=1.0f;
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e->color[2]+=b;
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if(e->color[2]>1.0f)
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e->color[2]=1.0f;
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e->color[3]+=a;
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if(e->color[3]>1.0f)
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e->color[3]=1.0f;
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}
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/////////////////////////////
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// Entity_AddColor
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//
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//
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void Entity_SetLight(Entity *e,float r,float g,float b,float rad){
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e->light[0]=r;
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e->light[1]=g;
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e->light[2]=b;
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e->light[3]=rad;
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}
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/////////////////////////////
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// Entity_AddColor
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//
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//
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void Entity_Iluminate(Entity *e,Entity **elist,int n){
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int i;
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vec2 vdist;
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float qdist,f;
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float qrad;
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if(!(e->flags&EntityFlag_Light)){
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Entity_SetColor(e,
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e->light[0],
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e->light[1],
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e->light[2],
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1.0f);
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}else{
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Entity_SetColor(e,1.0f,1.0f,1.0f,1.0f);
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return;
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}
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for(i=0;i<n;i++){
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if(e==elist[i] || !(elist[i]->flags&EntityFlag_Light))
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continue;
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vec2_minus(vdist,e->pos,elist[i]->pos);
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qdist=vec2_dot(vdist,vdist);
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qrad=elist[i]->light[3]*elist[i]->light[3];
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if(qdist<qrad){
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//dist=sqrtf(qdist);
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//f=1.0f-dist/elist[i]->light[3];
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f=1.0f-qdist/qrad;
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Entity_AddColor(e,
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f*elist[i]->light[0],
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f*elist[i]->light[1],
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f*elist[i]->light[2],
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1.0f);
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}
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}
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}
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