SqaureGame/obj/kinematics.c

148 lines
5.2 KiB
C

#include "header.h"
#include <raymath.h>
extern struct kinematic_obj_node *kinematic_HEAD;
struct kinematic_obj init_kinematic_obj(int width, int height){
struct kinematic_obj obj = {
.velocity = {0.0f,0.0f},
.pos = {0.0f,0.0f},
.rect = {0,0,width,height},
.ori_width = width,
.ori_height = height,
.dim_reduction = {0,0,0,0},
.x_shear = 0.0
};
return obj;
};
void set_position(struct kinematic_obj *obj, int x, int y){
obj->pos.x = x;
obj->rect.x = x;
obj->pos.y = y;
obj->rect.y = y;
};
void set_velocity(struct kinematic_obj *obj, int velx, int vely){
obj->velocity.x = velx;
obj->velocity.y = vely;
};
void move(struct kinematic_obj *obj, Vector2 acceleration){
// Use Euler method for moving
double delta = 1.0/60.0;
Rectangle collide_rect;
struct kinematic_obj_node *current;
// Self implement AABB SAT from Metanet
// TODO: extend to multiple object collision, Might need to check distance
// Move the object and apply hitbox reduction
obj->velocity = Vector2Add(obj->velocity, Vector2Scale(acceleration, delta));
obj->pos = Vector2Add(obj->pos, Vector2Scale(obj->velocity, delta));
obj->rect.x = obj->pos.x + obj->dim_reduction[0];
obj->rect.width = obj->ori_width - obj->dim_reduction[0] - obj->dim_reduction[2];
obj->rect.y = obj->pos.y + obj->dim_reduction[1];
obj->rect.height = obj->ori_height - obj->dim_reduction[1] - obj->dim_reduction[3];
current = kinematic_HEAD;
while(current != NULL){
if(current->obj != obj){
// SAT method - If any projected axis is non overlapping, exit
if (obj->rect.x + obj->rect.width < current->obj->rect.x) goto iter;
if (current->obj->rect.x + current->obj->rect.width < obj->rect.x) goto iter;
if (obj->rect.y + obj->rect.height < current->obj->rect.y) goto iter;
if (current->obj->rect.y + current->obj->rect.height < obj->rect.y) goto iter;
// Move in the direction of the shorter movement
double hmove, vmove;
hmove = (current->obj->rect.width + obj->rect.width) / 2 - fabs(current->obj->rect.x - obj->rect.x + (current->obj->rect.width - obj->rect.width) / 2);
vmove = (current->obj->rect.height + obj->rect.height) / 2 - fabs(current->obj->rect.y - obj->rect.y + (current->obj->rect.height - obj->rect.height) / 2);
if (hmove < vmove){
if (obj->rect.x + obj->rect.width / 2 < current->obj->rect.x + current->obj->rect.width / 2){
obj->rect.x -= hmove;
obj->pos.x -= hmove;
if (obj->velocity.x > 0)
obj->velocity.x = 0;
}
else{
obj->rect.x += hmove;
obj->pos.x += hmove;
if (obj->velocity.x < 0)
obj->velocity.x = 0;
}
}else{
if (obj->rect.y + obj->rect.height / 2 < current->obj->rect.y + current->obj->rect.height / 2){
obj->rect.y -= vmove;
obj->pos.y -= vmove;
if (obj->velocity.y > 0)
obj->velocity.y = 0;
}
else{
obj->rect.y += vmove;
obj->pos.y += vmove;
if (obj->velocity.y < 0)
obj->velocity.y = 0;
}
}
}
iter: current = current->next;
}
};
bool place_meeting(struct kinematic_obj *obj, Vector2 dir){
struct kinematic_obj_node *current = kinematic_HEAD;
Rectangle rect_check = obj->rect;
rect_check.x += dir.x;
rect_check.y += dir.y;
Rectangle collide_rect;
while(current != NULL){
if(current->obj != obj){
collide_rect = GetCollisionRec(rect_check, current->obj->rect);
if (collide_rect.x > 0 || collide_rect.y > 0)
return true;
}
current = current->next;
}
return false;
}
void adjust_hitbox(struct kinematic_obj *obj){
approach(&obj->dim_reduction[0], obj->set_dim_reduction[0], 0.2);
approach(&obj->dim_reduction[1], obj->set_dim_reduction[1], 0.2);
approach(&obj->dim_reduction[2], obj->set_dim_reduction[2], 0.2);
approach(&obj->dim_reduction[3], obj->set_dim_reduction[3], 0.2);
}
// Placeholder collision checking structure. Use linked list for now
// Need to implement some sort of tree structure for efficient collision checking
void add_kinematic_node(struct kinematic_obj *obj, struct kinematic_obj_node **HEAD){
struct kinematic_obj_node *node = malloc(sizeof(struct kinematic_obj_node));
if (node){
node->obj = obj;
node->next = NULL;
}
if (*HEAD != NULL)
node->next = *HEAD;
*HEAD = node;
}
/**struct kinematic_obj_node **get_list(){
return &kinematic_HEAD;
}*/
void free_kinematic_list(struct kinematic_obj_node **HEAD){
struct kinematic_obj_node *current = *HEAD;
struct kinematic_obj_node *next;
while(current){
next = current->next;
current->next = NULL;
free(current);
current = next;
}
*HEAD = NULL;
}