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// 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(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}; *\/ */
/* /\* } *\/ */
/* } */
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