]> git.lizzy.rs Git - nothing.git/blob - src/game/level/player/rigid_rect.c
Implement friction and opposing force application
[nothing.git] / src / game / level / player / rigid_rect.c
1 #include <SDL2/SDL.h>
2 #include <assert.h>
3 #include <stdio.h>
4
5 #include "color.h"
6 #include "game/level/boxes.h"
7 #include "game/level/solid.h"
8 #include "rigid_rect.h"
9 #include "system/error.h"
10 #include "system/lt.h"
11
12
13
14 struct rigid_rect_t {
15     lt_t *lt;
16     vec_t position;
17     vec_t velocity;
18     vec_t movement;
19     vec_t size;
20     color_t color;
21     int touches_ground;
22     float floating;
23     vec_t forces;
24 };
25
26 static const vec_t opposing_rect_side_forces[RECT_SIDE_N] = {
27     { .x = 1.0f,  .y =  0.0f  },  /* RECT_SIDE_LEFT = 0, */
28     { .x = -1.0f, .y =  0.0f  },  /* RECT_SIDE_RIGHT, */
29     { .x = 0.0f,  .y =  1.0f, },  /* RECT_SIDE_TOP, */
30     { .x = 0.0f,  .y = -1.0f, }   /* RECT_SIDE_BOTTOM, */
31 };
32
33 static vec_t opposing_force_by_sides(int sides[RECT_SIDE_N])
34 {
35     vec_t opposing_force = {
36         .x = 0.0f,
37         .y = 0.0f
38     };
39
40     for (rect_side_t side = 0; side < RECT_SIDE_N; ++side) {
41         if (sides[side]) {
42             vec_add(
43                 &opposing_force,
44                 opposing_rect_side_forces[side]);
45         }
46     }
47
48     return opposing_force;
49 }
50
51 rigid_rect_t *create_rigid_rect(rect_t rect, color_t color)
52 {
53     lt_t *lt = create_lt();
54
55     if (lt == NULL) {
56         return NULL;
57     }
58
59     rigid_rect_t *rigid_rect = PUSH_LT(lt, malloc(sizeof(rigid_rect_t)), free);
60     if (rigid_rect == NULL) {
61         throw_error(ERROR_TYPE_LIBC);
62         RETURN_LT(lt, NULL);
63     }
64
65     rigid_rect->lt = lt;
66     rigid_rect->position = vec(rect.x, rect.y);
67     rigid_rect->velocity = vec(0.0f, 0.0f);
68     rigid_rect->movement = vec(0.0f, 0.0f);
69     rigid_rect->size = vec(rect.w, rect.h);
70     rigid_rect->color = color;
71     rigid_rect->touches_ground = 0;
72     rigid_rect->floating = 0.0f;
73     rigid_rect->forces = vec(0.0f, 0.0f);
74
75     return rigid_rect;
76 }
77
78 rigid_rect_t *create_rigid_rect_from_stream(FILE *stream)
79 {
80     assert(stream);
81
82     char color[7];
83     rect_t rect;
84
85     if (fscanf(stream, "%f%f%f%f%6s\n",
86                &rect.x, &rect.y,
87                &rect.w, &rect.h,
88                color) < 0) {
89         throw_error(ERROR_TYPE_LIBC);
90         return NULL;
91     }
92
93     return create_rigid_rect(rect, color_from_hexstr(color));
94 }
95
96 void destroy_rigid_rect(rigid_rect_t *rigid_rect)
97 {
98     RETURN_LT0(rigid_rect->lt);
99 }
100
101 solid_ref_t rigid_rect_as_solid(rigid_rect_t *rigid_rect)
102 {
103     const solid_ref_t ref = {
104         .tag = SOLID_RIGID_RECT,
105         .ptr = rigid_rect
106     };
107
108     return ref;
109 }
110
111 void rigid_rect_touches_rect_sides(rigid_rect_t *rigid_rect,
112                                    rect_t object,
113                                    int sides[RECT_SIDE_N])
114 {
115     rect_object_impact(object, rigid_rect_hitbox(rigid_rect), sides);
116 }
117
118 int rigid_rect_render(const rigid_rect_t *rigid_rect,
119                       const camera_t *camera)
120 {
121     return camera_fill_rect(
122         camera,
123         rigid_rect_hitbox(rigid_rect),
124         rigid_rect->color);
125
126 }
127
128 int rigid_rect_update(rigid_rect_t * rigid_rect,
129                       float delta_time)
130 {
131     assert(rigid_rect);
132
133     rigid_rect->touches_ground = 0;
134
135     /* TODO(#207): rigid_rect floating in lava is broken */
136     rigid_rect->velocity = vec_sum(
137         rigid_rect->velocity,
138         vec_scala_mult(
139             rigid_rect->forces,
140             delta_time));
141
142     rigid_rect->position = vec_sum(
143         rigid_rect->position,
144         vec_scala_mult(
145             vec_sum(
146                 rigid_rect->velocity,
147                 rigid_rect->movement),
148             delta_time));
149
150     rigid_rect->forces = vec(0.0f, 0.0f);
151
152     return 0;
153 }
154
155 void rigid_rect_collide_with_solid(rigid_rect_t * rigid_rect,
156                                    solid_ref_t solid)
157 {
158     assert(rigid_rect);
159     assert(rigid_rect != solid.ptr);
160
161     int sides[RECT_SIDE_N] = { 0, 0, 0, 0 };
162
163     solid_touches_rect_sides(solid, rigid_rect_hitbox(rigid_rect), sides);
164
165     if (sides[RECT_SIDE_BOTTOM]) {
166         rigid_rect->touches_ground = 1;
167     }
168
169     vec_t opforce_direction = opposing_force_by_sides(sides);
170
171     solid_apply_force(
172         solid,
173         vec_scala_mult(
174             vec_neg(vec_norm(opforce_direction)),
175             vec_length(
176                 vec_sum(
177                     rigid_rect->velocity,
178                     rigid_rect->movement)) * 8.0f));
179
180     if (fabs(opforce_direction.x) > 1e-6 && (opforce_direction.x < 0.0f) != ((rigid_rect->velocity.x + rigid_rect->movement.x) < 0.0f)) {
181         rigid_rect->velocity.x = 0.0f;
182         rigid_rect->movement.x = 0.0f;
183     }
184
185     if (fabs(opforce_direction.y) > 1e-6 && (opforce_direction.y < 0.0f) != ((rigid_rect->velocity.y + rigid_rect->movement.y) < 0.0f)) {
186         rigid_rect->velocity.y = 0.0f;
187         rigid_rect->movement.y = 0.0f;
188
189         if (vec_length(rigid_rect->velocity) > 1e-6) {
190             rigid_rect_apply_force(
191                 rigid_rect,
192                 vec_scala_mult(
193                     vec_neg(rigid_rect->velocity),
194                     16.0f));
195         }
196     }
197
198
199     for (int i = 0; i < 1000 && vec_length(opforce_direction) > 1e-6; ++i) {
200         rigid_rect->position = vec_sum(
201             rigid_rect->position,
202             vec_scala_mult(
203                 opforce_direction,
204                 1e-2f));
205
206         memset(sides, 0, sizeof(int) * RECT_SIDE_N);
207         solid_touches_rect_sides(
208             solid,
209             rigid_rect_hitbox(rigid_rect),
210             sides);
211         opforce_direction = opposing_force_by_sides(sides);
212     }
213 }
214
215 rect_t rigid_rect_hitbox(const rigid_rect_t *rigid_rect)
216 {
217     return rect_from_vecs(
218         rigid_rect->position,
219         rigid_rect->size);
220 }
221
222 void rigid_rect_move(rigid_rect_t *rigid_rect,
223                            vec_t movement)
224 {
225     rigid_rect->movement = movement;
226 }
227
228 int rigid_rect_touches_ground(const rigid_rect_t *rigid_rect)
229 {
230     return rigid_rect->touches_ground;
231 }
232
233 void rigid_rect_collide_with_lava(rigid_rect_t *rigid_rect,
234                                   lava_t *lava)
235 {
236     assert(rigid_rect);
237     assert(lava);
238
239     rect_t overlap_area = lava_overlap_area(lava, rigid_rect_hitbox(rigid_rect));
240     rigid_rect->floating = (overlap_area.w * overlap_area.h) / (rigid_rect->size.x * rigid_rect->size.y);
241 }
242
243 void rigid_rect_apply_force(rigid_rect_t * rigid_rect,
244                             vec_t force)
245 {
246     rigid_rect->forces = vec_sum(rigid_rect->forces, force);
247 }
248
249 void rigid_rect_transform_velocity(rigid_rect_t *rigid_rect,
250                                    mat3x3 trans_mat)
251 {
252     rigid_rect->velocity = point_mat3x3_product(rigid_rect->velocity,
253                                                 trans_mat);
254 }