Got the physics system applying gravity and drag correctly. (Mostly? Seems like it? Seems good.)
This commit is contained in:
51
src/actor.c
51
src/actor.c
@@ -51,6 +51,10 @@ akerr_ErrorContext *akgl_actor_set_character(akgl_Actor *obj, char *basecharname
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obj->basechar = SDL_GetPointerProperty(AKGL_REGISTRY_CHARACTER, basecharname, NULL);
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FAIL_ZERO_RETURN(errctx, obj->basechar, AKERR_NULLPOINTER, "Character not found in the registry");
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obj->ax = 0;
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obj->ay = 0;
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obj->sx = obj->basechar->sx;
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obj->sy = obj->basechar->sy;
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SUCCEED_RETURN(errctx);
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}
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@@ -113,20 +117,25 @@ akerr_ErrorContext *akgl_actor_logic_changeframe(akgl_Actor *obj, akgl_Sprite *c
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SUCCEED_RETURN(errctx);
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}
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// raises AKGL_ERR_LOGICINTERRUPT if we don't want the physics object to process us
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akerr_ErrorContext *akgl_actor_logic_movement(akgl_Actor *obj, SDL_Time curtime)
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// raises AKGL_ERR_LOGICINTERRUPT if we don't want the physics simulator to process us
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akerr_ErrorContext *akgl_actor_logic_movement(akgl_Actor *actor, float32_t dt)
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{
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PREPARE_ERROR(errctx);
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FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "obj");
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FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "obj->basechar");
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if ( obj->vx > obj->basechar->sx ) {
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obj->vx = obj->basechar->sx;
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FAIL_ZERO_RETURN(errctx, actor, AKERR_NULLPOINTER, "actor");
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FAIL_ZERO_RETURN(errctx, actor, AKERR_NULLPOINTER, "actor->basechar");
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actor->sx = actor->basechar->sx;
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actor->sy = actor->basechar->sy;
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actor->sz = actor->basechar->sz;
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if ( AKGL_BITMASK_HAS(actor->state, AKGL_ACTOR_STATE_MOVING_LEFT) ) {
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actor->ax = -actor->basechar->ax;
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} else if ( AKGL_BITMASK_HAS(actor->state, AKGL_ACTOR_STATE_MOVING_RIGHT) ) {
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actor->ax = actor->basechar->ax;
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}
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if ( obj->vy > obj->basechar->sy ) {
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obj->vy = obj->basechar->sy;
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if ( AKGL_BITMASK_HAS(actor->state, AKGL_ACTOR_STATE_MOVING_UP) ) {
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actor->ay = -actor->basechar->ay;
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} else if ( AKGL_BITMASK_HAS(actor->state, AKGL_ACTOR_STATE_MOVING_DOWN) ) {
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actor->ay = actor->basechar->ay;
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}
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// Effectively a NOOP, this is handled by the physics engine now
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// These functions are still present in case the library user wants per-actor behavior
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SUCCEED_RETURN(errctx);
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}
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@@ -268,10 +277,12 @@ akerr_ErrorContext *akgl_actor_add_child(akgl_Actor *obj, akgl_Actor *child)
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akerr_ErrorContext AKERR_NOIGNORE *akgl_Actor_cmhf_left_on(akgl_Actor *obj, SDL_Event *event)
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{
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PREPARE_ERROR(errctx);
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FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "NULL actor");
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FAIL_ZERO_RETURN(errctx, event, AKERR_NULLPOINTER, "NULL event");
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FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "actor");
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FAIL_ZERO_RETURN(errctx, event, AKERR_NULLPOINTER, "event");
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FAIL_ZERO_RETURN(errctx, obj->basechar, AKERR_NULLPOINTER, "actor->basechar");
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//SDL_Log("event %d (button %d / key %d) moves actor left", event->type, event->gbutton.which, event->key.key);
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AKGL_BITMASK_DEL(obj->state, (AKGL_ACTOR_STATE_FACE_ALL | AKGL_ACTOR_STATE_MOVING_ALL));
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obj->ax = -(obj->basechar->ax);
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AKGL_BITMASK_ADD(obj->state, (AKGL_ACTOR_STATE_MOVING_LEFT | AKGL_ACTOR_STATE_FACE_LEFT));
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//SDL_Log("new target actor state: %b", obj->state);
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SUCCEED_RETURN(errctx);
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@@ -283,6 +294,9 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_Actor_cmhf_left_off(akgl_Actor *obj, SDL
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FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "NULL actor");
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FAIL_ZERO_RETURN(errctx, event, AKERR_NULLPOINTER, "NULL event");
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//SDL_Log("event %d (button %d / key %d) stops moving actor left", event->type, event->gbutton.which, event->key.key);
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obj->ax = 0;
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obj->ex = 0;
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obj->tx = 0;
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obj->vx = 0;
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AKGL_BITMASK_DEL(obj->state, AKGL_ACTOR_STATE_MOVING_LEFT);
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//SDL_Log("new target actor state: %b", obj->state);
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@@ -294,7 +308,9 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_Actor_cmhf_right_on(akgl_Actor *obj, SDL
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PREPARE_ERROR(errctx);
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FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "NULL actor");
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FAIL_ZERO_RETURN(errctx, event, AKERR_NULLPOINTER, "NULL event");
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FAIL_ZERO_RETURN(errctx, obj->basechar, AKERR_NULLPOINTER, "actor->basechar");
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//SDL_Log("event %d (button %d / key %d) moves actor right", event->type, event->gbutton.which, event->key.key);
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obj->ax = obj->basechar->ax;
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AKGL_BITMASK_DEL(obj->state, (AKGL_ACTOR_STATE_FACE_ALL | AKGL_ACTOR_STATE_MOVING_ALL));
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AKGL_BITMASK_ADD(obj->state, (AKGL_ACTOR_STATE_MOVING_RIGHT | AKGL_ACTOR_STATE_FACE_RIGHT));
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//SDL_Log("new target actor state: %b", obj->state);
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@@ -307,6 +323,9 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_Actor_cmhf_right_off(akgl_Actor *obj, SD
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FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "NULL actor");
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FAIL_ZERO_RETURN(errctx, event, AKERR_NULLPOINTER, "NULL event");
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//SDL_Log("event %d (button %d / key %d) stops moving actor right", event->type, event->gbutton.which, event->key.key);
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obj->ax = 0;
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obj->ex = 0;
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obj->tx = 0;
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obj->vx = 0;
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AKGL_BITMASK_DEL(obj->state, AKGL_ACTOR_STATE_MOVING_RIGHT);
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//SDL_Log("new target actor state: %b", obj->state);
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@@ -319,6 +338,7 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_Actor_cmhf_up_on(akgl_Actor *obj, SDL_Ev
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FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "NULL actor");
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FAIL_ZERO_RETURN(errctx, event, AKERR_NULLPOINTER, "NULL event");
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//SDL_Log("event %d (button %d / key %d) moves actor up", event->type, event->gbutton.which, event->key.key);
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obj->ay = -(obj->basechar->ay);
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AKGL_BITMASK_DEL(obj->state, (AKGL_ACTOR_STATE_FACE_ALL | AKGL_ACTOR_STATE_MOVING_ALL));
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AKGL_BITMASK_ADD(obj->state, (AKGL_ACTOR_STATE_FACE_UP | AKGL_ACTOR_STATE_MOVING_UP));
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//SDL_Log("new target actor state: %b", obj->state);
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@@ -331,6 +351,9 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_Actor_cmhf_up_off(akgl_Actor *obj, SDL_E
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FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "NULL actor");
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FAIL_ZERO_RETURN(errctx, event, AKERR_NULLPOINTER, "NULL event");
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//SDL_Log("event %d (button %d / key %d) stops moving actor up", event->type, event->gbutton.which, event->key.key);
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obj->ay = 0;
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obj->ey = 0;
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obj->ty = 0;
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obj->vy = 0;
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AKGL_BITMASK_DEL(obj->state, AKGL_ACTOR_STATE_MOVING_UP);
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//SDL_Log("new target actor state: %b", obj->state);
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@@ -343,6 +366,7 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_Actor_cmhf_down_on(akgl_Actor *obj, SDL_
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FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "NULL actor");
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FAIL_ZERO_RETURN(errctx, event, AKERR_NULLPOINTER, "NULL event");
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//SDL_Log("event %d (button %d / key %d) moves actor down", event->type, event->gbutton.which, event->key.key);
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obj->ay = obj->basechar->ay;
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AKGL_BITMASK_DEL(obj->state, (AKGL_ACTOR_STATE_FACE_ALL | AKGL_ACTOR_STATE_MOVING_ALL));
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AKGL_BITMASK_ADD(obj->state, (AKGL_ACTOR_STATE_MOVING_DOWN | AKGL_ACTOR_STATE_FACE_DOWN));
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//SDL_Log("new target actor state: %b", obj->state);
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@@ -355,6 +379,9 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_Actor_cmhf_down_off(akgl_Actor *obj, SDL
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FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "NULL actor");
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FAIL_ZERO_RETURN(errctx, event, AKERR_NULLPOINTER, "NULL event");
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//SDL_Log("event %d (button %d / key %d) stops moving actor down", event->type, event->gbutton.which, event->key.key);
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obj->ty = 0;
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obj->ey = 0;
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obj->ay = 0;
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obj->vy = 0;
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AKGL_BITMASK_DEL(obj->state, AKGL_ACTOR_STATE_MOVING_DOWN);
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//SDL_Log("new target actor state: %b", obj->state);
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128
src/physics.c
128
src/physics.c
@@ -1,3 +1,4 @@
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#include <math.h>
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#include <akstdlib.h>
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#include <akgl/physics.h>
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#include <akgl/actor.h>
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@@ -6,7 +7,7 @@
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#include <akgl/heap.h>
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#include <akgl/registry.h>
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akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_null_gravity(akgl_PhysicsBackend *self, akgl_Actor *actor, SDL_Time curtime)
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akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_null_gravity(akgl_PhysicsBackend *self, akgl_Actor *actor, float32_t dt)
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{
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PREPARE_ERROR(e);
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FAIL_ZERO_RETURN(e, self, AKERR_NULLPOINTER, "self");
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@@ -20,7 +21,7 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_null_collide(akgl_PhysicsBackend
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SUCCEED_RETURN(e);
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}
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akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_null_move(struct akgl_PhysicsBackend *self, akgl_Actor *actor, SDL_Time curtime)
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akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_null_move(struct akgl_PhysicsBackend *self, akgl_Actor *actor, float32_t dt)
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{
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PREPARE_ERROR(e);
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FAIL_ZERO_RETURN(e, self, AKERR_NULLPOINTER, "self");
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@@ -41,25 +42,19 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_init_null(akgl_PhysicsBackend *s
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}
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akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_ss_gravity(akgl_PhysicsBackend *self, akgl_Actor *actor, SDL_Time curtime)
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akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_ss_gravity(akgl_PhysicsBackend *self, akgl_Actor *actor, float32_t dt)
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{
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PREPARE_ERROR(e);
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FAIL_ZERO_RETURN(e, self, AKERR_NULLPOINTER, "self");
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// Do nothing
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// Calculate the drop of all relevant actors which is a function of their mass and the
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// world's gravity
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FAIL_ZERO_RETURN(e, actor, AKERR_NULLPOINTER, "actor");
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// Assume the X origin is - (screen left)
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actor->ex -= (self->gravity_x * dt);
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// Assume Y origin is + (down screen)
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actor->ey += (self->gravity_y * dt);
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// Assume Z origin is - (behind the camera)
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actor->ez -= (self->gravity_z * dt);
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//Gravity is applied in units per second. So we apply
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// (unit / milliseconds per second) * (milliseconds since last update)
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actor->vx += ((self->gravity_x / AKGL_TIME_ONESEC_NS) * (curtime - self->gravity_time));
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actor->vy += ((self->gravity_y / AKGL_TIME_ONESEC_NS) * (curtime - self->gravity_time));
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actor->vz += ((self->gravity_z / AKGL_TIME_ONESEC_NS) * (curtime - self->gravity_time));
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// Apply atmospheric drag
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actor->vx -= actor->vx * self->drag_x * (curtime - self->gravity_time);
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actor->vy -= actor->vy * self->drag_x * (curtime - self->gravity_time);
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actor->vz -= actor->vz * self->drag_x * (curtime - self->gravity_time);
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// Need a euler function
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SUCCEED_RETURN(e);
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}
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@@ -71,42 +66,14 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_ss_collide(akgl_PhysicsBackend *
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SUCCEED_RETURN(e);
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}
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akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_ss_move(struct akgl_PhysicsBackend *self, akgl_Actor *actor, SDL_Time curtime)
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akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_ss_move(struct akgl_PhysicsBackend *self, akgl_Actor *actor, float32_t dt)
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{
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PREPARE_ERROR(e);
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FAIL_ZERO_RETURN(e, self, AKERR_NULLPOINTER, "self");
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FAIL_ZERO_RETURN(e, actor, AKERR_NULLPOINTER, "actor");
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if ( actor->parent != NULL ) {
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// Children don't move independently of their parents, they just have an offset
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SUCCEED_RETURN(e);
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} else if ( actor->basechar == NULL ) {
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SUCCEED_RETURN(e);
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} else {
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if ( (curtime - actor->movetimer) >= actor->basechar->speedtime ) {
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actor->movetimer = curtime;
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ATTEMPT {
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CATCH(e, actor->movementlogicfunc(actor,curtime));
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} CLEANUP {
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} PROCESS(e) {
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} HANDLE(e, AKGL_ERR_LOGICINTERRUPT) {
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// The actor told us NOT to process them, they handled their own update
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SUCCEED_RETURN(e);
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} FINISH(e, true);
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if ( AKGL_BITMASK_HAS(actor->state, AKGL_ACTOR_STATE_MOVING_LEFT) ) {
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actor->x += -actor->vx;
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}
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if ( AKGL_BITMASK_HAS(actor->state, AKGL_ACTOR_STATE_MOVING_RIGHT) ) {
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actor->x += actor->vx;
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}
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if ( AKGL_BITMASK_HAS(actor->state, AKGL_ACTOR_STATE_MOVING_UP) ) {
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actor->y += -actor->vy;
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}
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if ( AKGL_BITMASK_HAS(actor->state, AKGL_ACTOR_STATE_MOVING_DOWN) ) {
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actor->y += actor->vy;
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}
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}
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}
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actor->x += actor->vx * dt;
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actor->y += actor->vy * dt;
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actor->z += actor->vz * dt;
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SUCCEED_RETURN(e);
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}
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@@ -151,6 +118,7 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_simulate(akgl_PhysicsBackend *se
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.layerid = 0
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};
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SDL_Time curtime = SDL_GetTicksNS();
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float32_t dt = (float32_t)(curtime - self->gravity_time) / (float32_t)AKGL_TIME_ONESEC_NS;
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akgl_Actor *actor = NULL;
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FAIL_ZERO_RETURN(e, self, AKERR_NULLPOINTER, "self");
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@@ -160,27 +128,79 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_simulate(akgl_PhysicsBackend *se
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opflags = &defflags;
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}
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for ( int i = 0; i < AKGL_MAX_HEAP_ACTOR; i++ ) {
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actor = &HEAP_ACTOR[i];
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if ( actor->refcount == 0 ) {
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continue;
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}
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if ( actor->parent != NULL ) {
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// Children don't move independently of their parents, they just have an offset
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actor->x = actor->parent->x + actor->vx;
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actor->y = actor->parent->y + actor->vy;
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actor->z = actor->parent->z + actor->vz;
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continue;
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} else if ( actor->basechar == NULL ) {
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continue;
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}
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if ( AKGL_BITMASK_HAS(opflags->flags, AKGL_ITERATOR_OP_LAYERMASK) ) {
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if ( actor->layer != opflags->layerid ) {
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continue;
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}
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}
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// thrust is a function of acceleration on a given axis
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if ( AKGL_BITMASK_HAS(actor->state, AKGL_ACTOR_STATE_MOVING_LEFT) ||
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AKGL_BITMASK_HAS(actor->state, AKGL_ACTOR_STATE_MOVING_RIGHT) ) {
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actor->vx += actor->basechar->ax;
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actor->tx += actor->ax * dt;
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}
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if ( AKGL_BITMASK_HAS(actor->state, AKGL_ACTOR_STATE_MOVING_UP) ||
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AKGL_BITMASK_HAS(actor->state, AKGL_ACTOR_STATE_MOVING_DOWN) ) {
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actor->vy += actor->basechar->ay;
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actor->ty += actor->ay * dt;
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}
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PASS(e, self->gravity(self, actor, curtime));
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PASS(e, self->move(self, actor, curtime));
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self->gravity_time = curtime;
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// velocity equals thrust unless thrust exceeds max speed
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if ( fabsf(actor->tx) > fabsf(actor->sx) ) {
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if ( actor->tx < 0 ) {
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actor->tx = -actor->sx;
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} else {
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actor->tx = actor->sx;
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}
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}
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if ( fabsf(actor->ty) > fabsf(actor->sy) ) {
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if ( actor->ty < 0 ) {
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actor->ty = -actor->sy;
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} else {
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actor->ty = actor->sy;
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}
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}
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if ( fabsf(actor->tz) > fabsf(actor->sz) ) {
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if ( actor->tz < 0 ) {
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actor->tz = -actor->sz;
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} else {
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actor->tz = actor->sz;
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}
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}
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ATTEMPT {
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CATCH(e, actor->movementlogicfunc(actor, dt));
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PASS(e, self->gravity(self, actor, dt));
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// Counteract velocity with atmospheric drag
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actor->ex -= actor->ex * self->drag_x * dt;
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actor->ey -= actor->ey * self->drag_y * dt;
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actor->ez -= actor->ez * self->drag_z * dt;
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actor->vx = actor->ex + actor->tx;
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actor->vy = actor->ey + actor->ty;
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actor->vz = actor->ez + actor->tz;
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PASS(e, self->move(self, actor, dt));
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} CLEANUP {
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} PROCESS(e) {
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} HANDLE(e, AKGL_ERR_LOGICINTERRUPT) {
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// noop
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} FINISH(e, true);
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}
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self->gravity_time = curtime;
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SUCCEED_RETURN(e);
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}
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