// physics.c #include #include #include #include #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(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(); */ /* 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; */ /* 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.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; */ /* } */ /* obj->vel.x = obj->vel.x * obj->frict; */ /* obj->vel.y = (obj->vel.y + gravity * dt) * obj->frict; */ /* } */ /* 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}; *\/ */ /* /\* } *\/ */ /* } */