7 #include "game/level/boxes.h"
8 #include "game/level/solid.h"
9 #include "math/minmax.h"
10 #include "rigid_rect.h"
11 #include "system/error.h"
12 #include "system/lt.h"
14 #define MAX_ID_SIZE 36
28 static const Vec opposing_rect_side_forces[RECT_SIDE_N] = {
29 { .x = 1.0f, .y = 0.0f }, /* RECT_SIDE_LEFT = 0, */
30 { .x = -1.0f, .y = 0.0f }, /* RECT_SIDE_RIGHT, */
31 { .x = 0.0f, .y = 1.0f, }, /* RECT_SIDE_TOP, */
32 { .x = 0.0f, .y = -1.0f, } /* RECT_SIDE_BOTTOM, */
35 static Vec opposing_force_by_sides(int sides[RECT_SIDE_N])
37 Vec opposing_force = {
42 for (Rect_side side = 0; side < RECT_SIDE_N; ++side) {
46 opposing_rect_side_forces[side]);
50 return opposing_force;
53 Rigid_rect *create_rigid_rect(Rect rect, Color color, const char *id)
63 Rigid_rect *rigid_rect = PUSH_LT(lt, malloc(sizeof(Rigid_rect)), free);
64 if (rigid_rect == NULL) {
65 throw_error(ERROR_TYPE_LIBC);
70 rigid_rect->id = malloc(sizeof(char) * MAX_ID_SIZE);
71 if (rigid_rect->id == NULL) {
72 throw_error(ERROR_TYPE_LIBC);
76 const size_t len_id = min_size(MAX_ID_SIZE - 1, strlen(id));
77 memcpy(rigid_rect->id, id, len_id);
78 rigid_rect->id[len_id] = 0;
80 rigid_rect->position = vec(rect.x, rect.y);
81 rigid_rect->velocity = vec(0.0f, 0.0f);
82 rigid_rect->movement = vec(0.0f, 0.0f);
83 rigid_rect->size = vec(rect.w, rect.h);
84 rigid_rect->color = color;
85 rigid_rect->touches_ground = 0;
86 rigid_rect->forces = vec(0.0f, 0.0f);
91 Rigid_rect *create_rigid_rect_from_stream(FILE *stream)
99 /* TODO: MAX_ID_SIZE is not used properly in fscanf */
100 if (fscanf(stream, "%36s%f%f%f%f%6s\n",
105 throw_error(ERROR_TYPE_LIBC);
109 return create_rigid_rect(rect, color_from_hexstr(color), id);
112 void destroy_rigid_rect(Rigid_rect *rigid_rect)
114 RETURN_LT0(rigid_rect->lt);
117 Solid_ref rigid_rect_as_solid(Rigid_rect *rigid_rect)
119 const Solid_ref ref = {
120 .tag = SOLID_RIGID_RECT,
127 void rigid_rect_touches_rect_sides(Rigid_rect *rigid_rect,
129 int sides[RECT_SIDE_N])
131 rect_object_impact(object, rigid_rect_hitbox(rigid_rect), sides);
134 int rigid_rect_render(const Rigid_rect *rigid_rect,
137 if (camera_fill_rect(
139 rigid_rect_hitbox(rigid_rect),
140 rigid_rect->color) < 0) {
147 int rigid_rect_update(Rigid_rect * rigid_rect,
152 rigid_rect->touches_ground = 0;
154 /* TODO(#207): rigid_rect floating in lava is broken */
155 rigid_rect->velocity = vec_sum(
156 rigid_rect->velocity,
161 rigid_rect->position = vec_sum(
162 rigid_rect->position,
165 rigid_rect->velocity,
166 rigid_rect->movement),
169 rigid_rect->forces = vec(0.0f, 0.0f);
174 void rigid_rect_collide_with_solid(Rigid_rect * rigid_rect,
178 assert(rigid_rect != solid.ptr);
180 int sides[RECT_SIDE_N] = { 0, 0, 0, 0 };
182 solid_touches_rect_sides(solid, rigid_rect_hitbox(rigid_rect), sides);
184 if (sides[RECT_SIDE_BOTTOM]) {
185 rigid_rect->touches_ground = 1;
188 Vec opforce_direction = opposing_force_by_sides(sides);
193 vec_neg(vec_norm(opforce_direction)),
196 rigid_rect->velocity,
197 rigid_rect->movement)) * 8.0f));
199 if (fabs(opforce_direction.x) > 1e-6 && (opforce_direction.x < 0.0f) != ((rigid_rect->velocity.x + rigid_rect->movement.x) < 0.0f)) {
200 rigid_rect->velocity.x = 0.0f;
201 rigid_rect->movement.x = 0.0f;
204 if (fabs(opforce_direction.y) > 1e-6 && (opforce_direction.y < 0.0f) != ((rigid_rect->velocity.y + rigid_rect->movement.y) < 0.0f)) {
205 rigid_rect->velocity.y = 0.0f;
206 rigid_rect->movement.y = 0.0f;
208 if (vec_length(rigid_rect->velocity) > 1e-6) {
209 rigid_rect_apply_force(
212 vec_neg(rigid_rect->velocity),
218 for (int i = 0; i < 1000 && vec_length(opforce_direction) > 1e-6; ++i) {
219 rigid_rect->position = vec_sum(
220 rigid_rect->position,
225 memset(sides, 0, sizeof(int) * RECT_SIDE_N);
226 solid_touches_rect_sides(
228 rigid_rect_hitbox(rigid_rect),
230 opforce_direction = opposing_force_by_sides(sides);
234 Rect rigid_rect_hitbox(const Rigid_rect *rigid_rect)
236 return rect_from_vecs(
237 rigid_rect->position,
241 void rigid_rect_move(Rigid_rect *rigid_rect,
244 rigid_rect->movement = movement;
247 int rigid_rect_touches_ground(const Rigid_rect *rigid_rect)
249 return rigid_rect->touches_ground;
252 void rigid_rect_apply_force(Rigid_rect * rigid_rect,
255 rigid_rect->forces = vec_sum(rigid_rect->forces, force);
258 void rigid_rect_transform_velocity(Rigid_rect *rigid_rect,
261 rigid_rect->velocity = point_mat3x3_product(rigid_rect->velocity,
265 void rigid_rect_teleport_to(Rigid_rect *rigid_rect,
268 rigid_rect->position = position;
271 void rigid_rect_damper(Rigid_rect *rigid_rect, Vec v)
273 rigid_rect_apply_force(
275 vec(rigid_rect->velocity.x * v.x, rigid_rect->velocity.y * v.y));
278 bool rigid_rect_has_id(Rigid_rect *rigid_rect,
284 return strcmp(rigid_rect->id, id) == 0;