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-rw-r--r--src/physics.c134
1 files changed, 101 insertions, 33 deletions
diff --git a/src/physics.c b/src/physics.c
index 28c5428..10f5abb 100644
--- a/src/physics.c
+++ b/src/physics.c
@@ -1,56 +1,124 @@
// physics.c
#include <raylib.h>
#include <time.h>
+#include <string.h>
+#include <stdlib.h>
#include "physics.h"
#include "common.h"
+#define GET_RECTANGLE_CENTER(rec) ((Vector2) { \
+ rec.x + rec.width/2, rec.y + rec.height/2 \
+ };)
+
+
+bool get_sat(object_t obj1, object_t obj2)
+{
+ // perp = perpendicular here
+ void* perpendicular_line = NULL;
+ Vector2* perp_stack = NULL;
+ float dot = 0;
+ float a_min, a_max, b_min, b_max;
+
+ Vector2 obj1_len = sizeof(obj1->edges)/sizeof(Vector2);
+ Vector2 obj2_len = sizeof(obj2->edges)/sizeof(Vector2);
+ perp_stack = (Vector2*)malloc((obj1_len + obj2_len) * sizeof(Vector2));
+
+ for(u32 iter = 0; iter < obj1_len; iter++) {
+ Vector2 perp = {
+ .x = -obj1->edges[iter].x,
+ .y = obj1->edges[iter].y
+ };
+ perp_stack[perp_stack_size++] = perp;
+ }
+
+ for(u32 iter = 0; iter < obj2_len; iter++) {
+ Vector2 perp = {
+ .x = -obj2->edges[i].y,
+ .y = obj2->edges[i].x
+ };
+ perp_stack[perp_stack_size++] = perp;
+ }
+
+ for(u32 iter = 0; iter < perp_count; iter++) {
+ a_min = INFINITY;
+ a_max = -INFINITY;
+ b_min = INFINITY;
+ b_max = -INFINITY;
+
+ for(u32 iter2 = 0; iter2 < obj1_len; iter2++) {
+ dot = Vector2DotProduct(obj1.vertices[iter2], perp_stack[iter2]);
+
+ if(a_max == NULL || dot < a_min) a_max = dot;
+ if(a_min == NULL || dot < a_min) a_min = dot;
+ }
+
+ for(u32 iter2 = 0; iter2 < obj2_len; iter2++) {
+ dot = Vector2DotProduct(obj2.vertices[iter2], perp_stack[iter2]);
+
+ if(b_max == NULL || dot > b_max) b_max = dot;
+ if(b_min == NULL || dot < b_min) b_min = dot;
+ }
+
+ if((a_min < b_max && a_min > b_min) || (b_min < a_max && b_min > a_min)) {
+ continue;
+ } else {
+ return false;
+ }
+ }
+ return true;
+}
void init_physics(object_t* world, uint32_t max_objs)
{
- for(uint32_t iter = 0; iter < max_objs; iter++) {
+ for(u32 iter = 0; iter < max_objs; iter++) {
world[iter].registered = false;
world[iter].grabbed = false;
}
}
-void update_physics(object_t* world, uint32_t objs_count, float gravity, float dt)
-{
- const uint32_t screen_width = GetScreenWidth();
- const uint32_t screen_height = GetScreenHeight();
+/* void update_physics(object_t* world, uint32_t objs_count, float gravity, float dt) */
+/* { */
+/* const uint32_t screen_width = GetScreenWidth(); */
+/* const uint32_t screen_height = GetScreenHeight(); */
- for(uint32_t iter = 0; iter < objs_count; iter++) {
- object_t* obj = &world[iter];
- if(!obj->grabbed && obj->registered) {
+/* for(u32 iter = 0; iter < objs_count; iter++) { */
+/* object_t* obj = &world[iter]; */
+/* if(!obj->grabbed && obj->registered) { */
- obj->pos.x += obj->vel.x * dt;
- obj->pos.y += obj->vel.y * dt;
+/* obj->pos.x += obj->vel.x * dt; */
+/* obj->pos.y += obj->vel.y * dt; */
- if((obj->pos.x + obj->size_x) >= screen_width) {
- obj->pos.x = screen_width - obj->size_x;
- obj->vel.x = -obj->vel.x * obj->elast;
+/* if((obj->pos.x + obj->size_x) >= screen_width) { */
+/* obj->pos.x = screen_width - obj->size_x; */
+/* obj->vel.x = -obj->vel.x * obj->elast; */
- } else if((obj->pos.x - obj->size_x) <= 0) {
- obj->pos.x = obj->size_x;
- obj->vel.x = -obj->vel.x * obj->elast;
+/* } else if((obj->pos.x - obj->size_x) <= 0) { */
+/* obj->pos.x = obj->size_x; */
+/* obj->vel.x = -obj->vel.x * obj->elast; */
- } else if((obj->pos.y + obj->size_y) >= screen_height) {
- obj->pos.y = screen_height - obj->size_y;
- obj->vel.y = -obj->vel.y * obj->elast;
+/* } else if((obj->pos.y + obj->size_y) >= screen_height) { */
+/* obj->pos.y = screen_height - obj->size_y; */
+/* obj->vel.y = -obj->vel.y * obj->elast; */
- } else if((obj->pos.y - obj->size_y) <= 0) {
- obj->pos.y = obj->size_y;
- obj->vel.y = -obj->vel.y * obj->elast;
+/* } else if((obj->pos.y - obj->size_y) <= 0) { */
+/* obj->pos.y = obj->size_y; */
+/* obj->vel.y = -obj->vel.y * obj->elast; */
- }
+/* } */
- obj->vel.x = obj->vel.x * obj->frict;
- obj->vel.y = (obj->vel.y + gravity * dt) * obj->frict;
- }
+/* obj->vel.x = obj->vel.x * obj->frict; */
+/* obj->vel.y = (obj->vel.y + gravity * dt) * obj->frict; */
+/* } */
- if(obj->grabbed) {
- Vector2 cursor_pos = GetMousePosition();
- obj->pos = cursor_pos;
- obj->vel = (Vector2){0, 0};
- }
- }
-}
+/* for (u32 iter2 = 0; iter2 < objs_count; iter2++) { */
+/* if(check_collision(&world[iter], &world[iter2])) { */
+/* } */
+/* } */
+/* } */
+/* /\* if(obj->grabbed) { *\/ */
+/* /\* Vector2 cursor_pos = GetMousePosition(); *\/ */
+/* /\* obj->pos = cursor_pos; *\/ */
+/* /\* obj->vel = (Vector2){0, 0}; *\/ */
+/* /\* } *\/ */
+
+/* } */