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"
25 static const Vec opposing_rect_side_forces[RECT_SIDE_N] = {
26 { .x = 1.0f, .y = 0.0f }, /* RECT_SIDE_LEFT = 0, */
27 { .x = -1.0f, .y = 0.0f }, /* RECT_SIDE_RIGHT, */
28 { .x = 0.0f, .y = 1.0f, }, /* RECT_SIDE_TOP, */
29 { .x = 0.0f, .y = -1.0f, } /* RECT_SIDE_BOTTOM, */
32 static Vec opposing_force_by_sides(int sides[RECT_SIDE_N])
34 Vec opposing_force = {
39 for (Rect_side side = 0; side < RECT_SIDE_N; ++side) {
43 opposing_rect_side_forces[side]);
47 return opposing_force;
50 Rigid_rect *create_rigid_rect(Rect rect, Color color)
58 Rigid_rect *rigid_rect = PUSH_LT(lt, malloc(sizeof(Rigid_rect)), free);
59 if (rigid_rect == NULL) {
60 throw_error(ERROR_TYPE_LIBC);
65 rigid_rect->position = vec(rect.x, rect.y);
66 rigid_rect->velocity = vec(0.0f, 0.0f);
67 rigid_rect->movement = vec(0.0f, 0.0f);
68 rigid_rect->size = vec(rect.w, rect.h);
69 rigid_rect->color = color;
70 rigid_rect->touches_ground = 0;
71 rigid_rect->forces = vec(0.0f, 0.0f);
76 Rigid_rect *create_rigid_rect_from_stream(FILE *stream)
83 if (fscanf(stream, "%f%f%f%f%6s\n",
87 throw_error(ERROR_TYPE_LIBC);
91 return create_rigid_rect(rect, color_from_hexstr(color));
94 void destroy_rigid_rect(Rigid_rect *rigid_rect)
96 RETURN_LT0(rigid_rect->lt);
99 Solid_ref rigid_rect_as_solid(Rigid_rect *rigid_rect)
101 const Solid_ref ref = {
102 .tag = SOLID_RIGID_RECT,
109 void rigid_rect_touches_rect_sides(Rigid_rect *rigid_rect,
111 int sides[RECT_SIDE_N])
113 rect_object_impact(object, rigid_rect_hitbox(rigid_rect), sides);
116 int rigid_rect_render(const Rigid_rect *rigid_rect,
119 return camera_fill_rect(
121 rigid_rect_hitbox(rigid_rect),
125 int rigid_rect_update(Rigid_rect * rigid_rect,
130 rigid_rect->touches_ground = 0;
132 /* TODO(#207): rigid_rect floating in lava is broken */
133 rigid_rect->velocity = vec_sum(
134 rigid_rect->velocity,
139 rigid_rect->position = vec_sum(
140 rigid_rect->position,
143 rigid_rect->velocity,
144 rigid_rect->movement),
147 rigid_rect->forces = vec(0.0f, 0.0f);
152 void rigid_rect_collide_with_solid(Rigid_rect * rigid_rect,
156 assert(rigid_rect != solid.ptr);
158 int sides[RECT_SIDE_N] = { 0, 0, 0, 0 };
160 solid_touches_rect_sides(solid, rigid_rect_hitbox(rigid_rect), sides);
162 if (sides[RECT_SIDE_BOTTOM]) {
163 rigid_rect->touches_ground = 1;
166 Vec opforce_direction = opposing_force_by_sides(sides);
171 vec_neg(vec_norm(opforce_direction)),
174 rigid_rect->velocity,
175 rigid_rect->movement)) * 8.0f));
177 if (fabs(opforce_direction.x) > 1e-6 && (opforce_direction.x < 0.0f) != ((rigid_rect->velocity.x + rigid_rect->movement.x) < 0.0f)) {
178 rigid_rect->velocity.x = 0.0f;
179 rigid_rect->movement.x = 0.0f;
182 if (fabs(opforce_direction.y) > 1e-6 && (opforce_direction.y < 0.0f) != ((rigid_rect->velocity.y + rigid_rect->movement.y) < 0.0f)) {
183 rigid_rect->velocity.y = 0.0f;
184 rigid_rect->movement.y = 0.0f;
186 if (vec_length(rigid_rect->velocity) > 1e-6) {
187 rigid_rect_apply_force(
190 vec_neg(rigid_rect->velocity),
196 for (int i = 0; i < 1000 && vec_length(opforce_direction) > 1e-6; ++i) {
197 rigid_rect->position = vec_sum(
198 rigid_rect->position,
203 memset(sides, 0, sizeof(int) * RECT_SIDE_N);
204 solid_touches_rect_sides(
206 rigid_rect_hitbox(rigid_rect),
208 opforce_direction = opposing_force_by_sides(sides);
212 Rect rigid_rect_hitbox(const Rigid_rect *rigid_rect)
214 return rect_from_vecs(
215 rigid_rect->position,
219 void rigid_rect_move(Rigid_rect *rigid_rect,
222 rigid_rect->movement = movement;
225 int rigid_rect_touches_ground(const Rigid_rect *rigid_rect)
227 return rigid_rect->touches_ground;
230 void rigid_rect_apply_force(Rigid_rect * rigid_rect,
233 rigid_rect->forces = vec_sum(rigid_rect->forces, force);
236 void rigid_rect_transform_velocity(Rigid_rect *rigid_rect,
239 rigid_rect->velocity = point_mat3x3_product(rigid_rect->velocity,
243 void rigid_rect_teleport_to(Rigid_rect *rigid_rect,
246 rigid_rect->position = position;
249 void rigid_rect_damper(Rigid_rect *rigid_rect, Vec v)
251 rigid_rect_apply_force(
253 vec(rigid_rect->velocity.x * v.x, rigid_rect->velocity.y * v.y));