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267 lines
8.2 KiB
C

#include "types.h"
#include <stdlib.h> // malloc
#include <stdio.h>
void __assert(bool cond, const char *file, int line, const char *cond_string)
{
if (!cond)
{
fprintf(stderr, "%s:%d | Assertion %s failed\n", file, line, cond_string);
}
}
#define assert(condition) __assert(condition, __FILE__, __LINE__, #condition)
// do not use any global variables to process gamestate
// super try not to depend on external libraries like enet or sokol to keep build process simple,
// gamestate its own portable submodule. If need to link to other stuff document here:
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// - debug
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static void integrate_acceleration(struct Body *body, float dt)
{
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// position
{
V2 current = body->position;
body->position = V2add(body->position, V2sub(current, body->old_position));
body->position = V2add(body->position, V2scale(body->acceleration, dt * dt));
body->old_position = current;
}
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// rotation
{
float current = body->rotation;
body->rotation = body->rotation + (current - body->old_rotation);
body->rotation = body->rotation + body->angular_acceleration * dt * dt;
body->old_rotation = current;
}
}
struct ProcessBody
{
V2 vertices[4];
struct Body *body;
};
struct ProcessBody make_process_body(struct Body *from)
{
float halfbox = BOX_SIZE / 2.0f;
struct ProcessBody to_return =
{
.vertices = {
// important that the first one is the upper right, used to deduce rotation from vertex position
// @Robust instead of array of vertices have type? like struct with upper_right upper_left etc
V2add(from->position, V2rotate((V2){.x = halfbox, .y = -halfbox}, from->rotation)), // upper right
V2add(from->position, V2rotate((V2){.x = halfbox, .y = halfbox}, from->rotation)), // bottom right
V2add(from->position, V2rotate((V2){.x = -halfbox, .y = halfbox}, from->rotation)), // lower left
V2add(from->position, V2rotate((V2){.x = -halfbox, .y = -halfbox}, from->rotation)), // upper left
},
.body = from,
};
return to_return;
}
static void project(struct ProcessBody *from, V2 axis, float *min, float *max)
{
float DotP = V2dot(axis, from->vertices[0]);
// Set the minimum and maximum values to the projection of the first vertex
*min = DotP;
*max = DotP;
for (int I = 1; I < 4; I++)
{
// Project the rest of the vertices onto the axis and extend
// the interval to the left/right if necessary
DotP = V2dot(axis, from->vertices[I]);
*min = fmin(DotP, *min);
*max = fmax(DotP, *max);
}
}
static float interval_distance(float min_a, float max_a, float min_b, float max_b)
{
if (min_a < min_b)
return min_b - max_a;
else
return min_a - max_b;
}
static void move_vertices(V2 *vertices, int num, V2 shift)
{
for (int i = 0; i < num; i++)
{
vertices[i] = V2add(vertices[i], shift);
}
}
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void process(struct GameState *gs, float dt)
{
// process input
int num_bodies = gs->num_boxes;
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for (int i = 0; i < MAX_PLAYERS; i++)
{
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struct Player *p = &gs->players[i];
if (!p->connected)
continue;
p->body.acceleration = V2scale(p->input, 5.0f);
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p->body.angular_acceleration = p->input.x * 10.0f;
num_bodies += 1;
}
// @Robust do this without malloc
struct ProcessBody *bodies = malloc(sizeof *bodies * num_bodies);
int cur_body_index = 0;
for (int i = 0; i < MAX_PLAYERS; i++)
{
struct Player *p = &gs->players[i];
if (!p->connected)
continue;
integrate_acceleration(&p->body, dt);
bodies[cur_body_index] = make_process_body(&p->body);
cur_body_index++;
}
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for (int i = 0; i < gs->num_boxes; i++)
{
integrate_acceleration(&gs->boxes[i].body, dt);
bodies[cur_body_index] = make_process_body(&gs->boxes[i].body);
cur_body_index++;
}
assert(cur_body_index == num_bodies);
// Collision
// @Robust handle when bodies are overlapping (even perfectly)
for (int i = 0; i < num_bodies; i++)
{
for (int ii = 0; ii < num_bodies; ii++)
{
if (ii == i)
continue;
struct ProcessBody *from = &bodies[i];
struct ProcessBody *to = &bodies[ii];
dbg_line(from->body->position, to->body->position);
float MinDistance = 10000.0f;
struct Edge
{
struct ProcessBody *parent;
V2 *from;
V2 *to;
};
struct ProcessBody *bodies[2] = {from, to};
bool was_collision = false;
V2 normal = {0};
struct Edge edge = {0};
for (int body_i = 0; body_i < 2; body_i++)
{
struct ProcessBody *body = bodies[body_i];
for (int edge_from_i = 0; edge_from_i < 3; edge_from_i++)
{
int edge_to_i = edge_from_i + 1;
V2 *edge_from = &body->vertices[edge_from_i];
V2 *edge_to = &body->vertices[edge_to_i];
// normal vector of edge
V2 axis = (V2){
.x = edge_from->y - edge_to->y,
.y = edge_to->x - edge_from->x,
};
axis = V2normalize(axis);
float min_from, min_to, max_from, max_to = 0.0f;
project(from, axis, &min_from, &max_from);
project(to, axis, &min_to, &max_to);
float distance = interval_distance(min_from, min_to, max_from, max_to);
if (distance > 0.0f)
break;
else if (fabsf(distance) < MinDistance)
{
MinDistance = fabsf(distance);
was_collision = true;
normal = axis;
edge = (struct Edge){
.parent = &body,
.from = edge_from,
.to = edge_to,
};
}
}
}
float depth = MinDistance;
if (was_collision)
{
float intersection_depth = from_interval[1] - to_interval[0];
move_vertices(from->vertices, 4, V2scale(axis, intersection_depth * -0.5f));
move_vertices(to->vertices, 4, V2scale(axis, intersection_depth * 0.5f));
}
}
}
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// Wall
if (true)
{
for (int i = 0; i < num_bodies; i++)
{
for (int v_i = 0; v_i < 4; v_i++)
{
V2 *vert = &bodies[i].vertices[v_i];
if (vert->x > 2.0f)
{
vert->x = 2.0f;
}
}
}
}
// Correct for differences in vertex position
const int edge_update_iters = 3;
for (int iter = 0; iter < edge_update_iters; iter++)
{
for (int i = 0; i < num_bodies; i++)
{
for (int v_i = 0; v_i < 3; v_i++)
{
int other_v_i = v_i + 1;
V2 *from = &bodies[i].vertices[v_i];
V2 *to = &bodies[i].vertices[other_v_i];
V2 line = V2sub(*to, *from);
float len = V2length(line);
float diff = len - BOX_SIZE;
line = V2normalize(line);
*from = V2add(*from, V2scale(line, diff * 0.5f));
*to = V2sub(*to, V2scale(line, diff * 0.5f));
}
}
}
// Reupdate the positions of the bodies based on how the vertices changed
for (int i = 0; i < num_bodies; i++)
{
float upper_right_angle = V2angle(V2sub(bodies[i].vertices[0], bodies[i].body->position));
bodies[i].body->rotation = upper_right_angle - (PI / 4.0f);
V2 avg = {0};
for (int v_i = 0; v_i < 4; v_i++)
{
avg = V2add(avg, bodies[i].vertices[v_i]);
}
avg = V2scale(avg, 1.0f / 4.0f);
bodies[i].body->position = avg;
}
free(bodies);
}