187 lines
6.2 KiB
C
187 lines
6.2 KiB
C
|
|
#include <akstdlib.h>
|
||
|
|
#include <akgl/physics.h>
|
||
|
|
#include <akgl/actor.h>
|
||
|
|
#include <akgl/game.h>
|
||
|
|
#include <akgl/error.h>
|
||
|
|
#include <akgl/heap.h>
|
||
|
|
#include <akgl/registry.h>
|
||
|
|
|
||
|
|
akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_null_gravity(akgl_PhysicsBackend *self, akgl_Actor *actor, SDL_Time curtime)
|
||
|
|
{
|
||
|
|
PREPARE_ERROR(e);
|
||
|
|
FAIL_ZERO_RETURN(e, self, AKERR_NULLPOINTER, "self");
|
||
|
|
SUCCEED_RETURN(e);
|
||
|
|
}
|
||
|
|
|
||
|
|
akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_null_collide(akgl_PhysicsBackend *self, akgl_Actor *a1, akgl_Actor *a2)
|
||
|
|
{
|
||
|
|
PREPARE_ERROR(e);
|
||
|
|
FAIL_ZERO_RETURN(e, self, AKERR_NULLPOINTER, "self");
|
||
|
|
SUCCEED_RETURN(e);
|
||
|
|
}
|
||
|
|
|
||
|
|
akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_null_move(struct akgl_PhysicsBackend *self, akgl_Actor *actor, SDL_Time curtime)
|
||
|
|
{
|
||
|
|
PREPARE_ERROR(e);
|
||
|
|
FAIL_ZERO_RETURN(e, self, AKERR_NULLPOINTER, "self");
|
||
|
|
SUCCEED_RETURN(e);
|
||
|
|
}
|
||
|
|
|
||
|
|
akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_init_null(akgl_PhysicsBackend *self)
|
||
|
|
{
|
||
|
|
PREPARE_ERROR(e);
|
||
|
|
FAIL_ZERO_RETURN(e, self, AKERR_NULLPOINTER, "self");
|
||
|
|
|
||
|
|
self->gravity = akgl_physics_null_gravity;
|
||
|
|
self->collide = akgl_physics_null_collide;
|
||
|
|
self->move = akgl_physics_null_move;
|
||
|
|
self->simulate = akgl_physics_simulate;
|
||
|
|
|
||
|
|
SUCCEED_RETURN(e);
|
||
|
|
}
|
||
|
|
|
||
|
|
|
||
|
|
akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_ss_gravity(akgl_PhysicsBackend *self, akgl_Actor *actor, SDL_Time curtime)
|
||
|
|
{
|
||
|
|
PREPARE_ERROR(e);
|
||
|
|
FAIL_ZERO_RETURN(e, self, AKERR_NULLPOINTER, "self");
|
||
|
|
// Do nothing
|
||
|
|
// Calculate the drop of all relevant actors which is a function of their mass and the
|
||
|
|
// world's gravity
|
||
|
|
|
||
|
|
//Gravity is applied in units per second. So we apply
|
||
|
|
// (unit / milliseconds per second) * (milliseconds since last update)
|
||
|
|
actor->vx += ((self->gravity_x / AKGL_TIME_ONESEC_NS) * (curtime - self->gravity_time));
|
||
|
|
actor->vy += ((self->gravity_y / AKGL_TIME_ONESEC_NS) * (curtime - self->gravity_time));
|
||
|
|
actor->vz += ((self->gravity_z / AKGL_TIME_ONESEC_NS) * (curtime - self->gravity_time));
|
||
|
|
|
||
|
|
// Apply atmospheric drag
|
||
|
|
actor->vx -= actor->vx * self->drag_x * (curtime - self->gravity_time);
|
||
|
|
actor->vy -= actor->vy * self->drag_x * (curtime - self->gravity_time);
|
||
|
|
actor->vz -= actor->vz * self->drag_x * (curtime - self->gravity_time);
|
||
|
|
// Need a euler function
|
||
|
|
SUCCEED_RETURN(e);
|
||
|
|
}
|
||
|
|
|
||
|
|
akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_ss_collide(akgl_PhysicsBackend *self, akgl_Actor *a1, akgl_Actor *a2)
|
||
|
|
{
|
||
|
|
PREPARE_ERROR(e);
|
||
|
|
FAIL_ZERO_RETURN(e, self, AKERR_NULLPOINTER, "self");
|
||
|
|
FAIL_RETURN(e, AKERR_API, "Not implemented");
|
||
|
|
SUCCEED_RETURN(e);
|
||
|
|
}
|
||
|
|
|
||
|
|
akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_ss_move(struct akgl_PhysicsBackend *self, akgl_Actor *actor, SDL_Time curtime)
|
||
|
|
{
|
||
|
|
PREPARE_ERROR(e);
|
||
|
|
FAIL_ZERO_RETURN(e, self, AKERR_NULLPOINTER, "self");
|
||
|
|
FAIL_ZERO_RETURN(e, actor, AKERR_NULLPOINTER, "actor");
|
||
|
|
|
||
|
|
if ( actor->parent != NULL ) {
|
||
|
|
// Children don't move independently of their parents, they just have an offset
|
||
|
|
SUCCEED_RETURN(e);
|
||
|
|
} else if ( actor->basechar == NULL ) {
|
||
|
|
SUCCEED_RETURN(e);
|
||
|
|
} else {
|
||
|
|
if ( (curtime - actor->movetimer) >= actor->basechar->speedtime ) {
|
||
|
|
actor->movetimer = curtime;
|
||
|
|
ATTEMPT {
|
||
|
|
CATCH(e, actor->movementlogicfunc(actor,curtime));
|
||
|
|
} CLEANUP {
|
||
|
|
} PROCESS(e) {
|
||
|
|
} HANDLE(e, AKGL_ERR_LOGICINTERRUPT) {
|
||
|
|
// The actor told us NOT to process them, they handled their own update
|
||
|
|
SUCCEED_RETURN(e);
|
||
|
|
} FINISH(e, true);
|
||
|
|
if ( AKGL_BITMASK_HAS(actor->state, AKGL_ACTOR_STATE_MOVING_LEFT) ) {
|
||
|
|
actor->x += -actor->vx;
|
||
|
|
}
|
||
|
|
if ( AKGL_BITMASK_HAS(actor->state, AKGL_ACTOR_STATE_MOVING_RIGHT) ) {
|
||
|
|
actor->x += actor->vx;
|
||
|
|
}
|
||
|
|
if ( AKGL_BITMASK_HAS(actor->state, AKGL_ACTOR_STATE_MOVING_UP) ) {
|
||
|
|
actor->y += -actor->vy;
|
||
|
|
}
|
||
|
|
if ( AKGL_BITMASK_HAS(actor->state, AKGL_ACTOR_STATE_MOVING_DOWN) ) {
|
||
|
|
actor->y += actor->vy;
|
||
|
|
}
|
||
|
|
}
|
||
|
|
}
|
||
|
|
SUCCEED_RETURN(e);
|
||
|
|
}
|
||
|
|
|
||
|
|
akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_init_sidescroller(akgl_PhysicsBackend *self)
|
||
|
|
{
|
||
|
|
akgl_String *tmp;
|
||
|
|
PREPARE_ERROR(e);
|
||
|
|
FAIL_ZERO_RETURN(e, self, AKERR_NULLPOINTER, "self");
|
||
|
|
PASS(e, akgl_heap_next_string(&tmp));
|
||
|
|
|
||
|
|
self->gravity = akgl_physics_ss_gravity;
|
||
|
|
self->collide = akgl_physics_ss_collide;
|
||
|
|
self->move = akgl_physics_ss_move;
|
||
|
|
self->simulate = akgl_physics_simulate;
|
||
|
|
|
||
|
|
ATTEMPT {
|
||
|
|
CATCH(e, akgl_get_property("physics.gravity.x", &tmp, "0.0"));
|
||
|
|
CATCH(e, aksl_atof(tmp->data, &self->gravity_x));
|
||
|
|
CATCH(e, akgl_get_property("physics.gravity.y", &tmp, "0.0"));
|
||
|
|
CATCH(e, aksl_atof(tmp->data, &self->gravity_y));
|
||
|
|
CATCH(e, akgl_get_property("physics.gravity.z", &tmp, "0.0"));
|
||
|
|
CATCH(e, aksl_atof(tmp->data, &self->gravity_z));
|
||
|
|
CATCH(e, akgl_get_property("physics.drag.x", &tmp, "0.0"));
|
||
|
|
CATCH(e, aksl_atof(tmp->data, &self->drag_x));
|
||
|
|
CATCH(e, akgl_get_property("physics.drag.y", &tmp, "0.0"));
|
||
|
|
CATCH(e, aksl_atof(tmp->data, &self->drag_y));
|
||
|
|
CATCH(e, akgl_get_property("physics.drag.z", &tmp, "0.0"));
|
||
|
|
CATCH(e, aksl_atof(tmp->data, &self->drag_z));
|
||
|
|
} CLEANUP {
|
||
|
|
IGNORE(akgl_heap_release_string(tmp));
|
||
|
|
} PROCESS(e) {
|
||
|
|
} FINISH(e, true);
|
||
|
|
|
||
|
|
SUCCEED_RETURN(e);
|
||
|
|
}
|
||
|
|
|
||
|
|
akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_simulate(akgl_PhysicsBackend *self, akgl_Iterator *opflags)
|
||
|
|
{
|
||
|
|
PREPARE_ERROR(e);
|
||
|
|
akgl_Iterator defflags = {
|
||
|
|
.flags = 0,
|
||
|
|
.layerid = 0
|
||
|
|
};
|
||
|
|
SDL_Time curtime = SDL_GetTicksNS();
|
||
|
|
akgl_Actor *actor = NULL;
|
||
|
|
|
||
|
|
FAIL_ZERO_RETURN(e, self, AKERR_NULLPOINTER, "self");
|
||
|
|
FAIL_ZERO_RETURN(e, self->move, AKERR_NULLPOINTER, "self->move");
|
||
|
|
|
||
|
|
if ( opflags == NULL ) {
|
||
|
|
opflags = &defflags;
|
||
|
|
}
|
||
|
|
|
||
|
|
for ( int i = 0; i < AKGL_MAX_HEAP_ACTOR; i++ ) {
|
||
|
|
actor = &HEAP_ACTOR[i];
|
||
|
|
if ( actor->refcount == 0 ) {
|
||
|
|
continue;
|
||
|
|
}
|
||
|
|
if ( AKGL_BITMASK_HAS(opflags->flags, AKGL_ITERATOR_OP_LAYERMASK) ) {
|
||
|
|
if ( actor->layer != opflags->layerid ) {
|
||
|
|
continue;
|
||
|
|
}
|
||
|
|
}
|
||
|
|
if ( AKGL_BITMASK_HAS(actor->state, AKGL_ACTOR_STATE_MOVING_LEFT) ||
|
||
|
|
AKGL_BITMASK_HAS(actor->state, AKGL_ACTOR_STATE_MOVING_RIGHT) ) {
|
||
|
|
actor->vx += actor->basechar->ax;
|
||
|
|
}
|
||
|
|
if ( AKGL_BITMASK_HAS(actor->state, AKGL_ACTOR_STATE_MOVING_UP) ||
|
||
|
|
AKGL_BITMASK_HAS(actor->state, AKGL_ACTOR_STATE_MOVING_DOWN) ) {
|
||
|
|
actor->vy += actor->basechar->ay;
|
||
|
|
}
|
||
|
|
PASS(e, self->gravity(self, actor, curtime));
|
||
|
|
PASS(e, self->move(self, actor, curtime));
|
||
|
|
self->gravity_time = curtime;
|
||
|
|
}
|
||
|
|
SUCCEED_RETURN(e);
|
||
|
|
}
|