#include "Physics_Component.h" #include "Entity.h" #include "Types.h" #include "util/tree.h" #include static inline double dabs(double x) { return x < 0 ? -x : x; } static inline void call_hithandler(Entity *me, Entity *other, Vec2 triedDelta, void *data) { if (me->hitbox->onHit) me->hitbox->onHit(me, other, triedDelta, data); } void _physics_MoveX(System_Physics *sys, Entity *e, Duration deltaTime) { double delta = e->position->velocity.x * duration_Seconds(deltaTime); Box2 mybox = physics_HitboxAbsolute(e->hitbox); if (dabs(delta) < EPS) return; for (tree_Node *i = tree_FirstNode(sys->hit); i != NULL; i = tree_Node_Next(i)) { Component_Hitbox *tohit_comp = *((Component_Hitbox **)i->data); Box2 tohit = physics_HitboxAbsolute(tohit_comp); if (!tohit_comp->fixed) continue; if (box2_Intersects(tohit, box2_OffsetX(mybox, delta), NULL)) { call_hithandler(e, tohit_comp->super, vec2(delta, 0), e->hitbox->onHitData); if (delta > 0) { // Moves right, hits left edge double maxdelta = tohit.lefttop.x - mybox.lefttop.x - mybox.size.x; delta = maxdelta - EPS; } else { // Moves left, hits right edge double maxdelta = tohit.lefttop.x - mybox.lefttop.x + tohit.size.x; delta = maxdelta + EPS; } e->position->velocity.x = 0; } if (dabs(delta) < EPS) break; } if (dabs(delta) > EPS) e->position->position.x += delta; } void _physics_MoveY(System_Physics *sys, Entity *e, Duration deltaTime) { double delta = e->position->velocity.y * duration_Seconds(deltaTime); Box2 mybox = physics_HitboxAbsolute(e->hitbox); if (dabs(delta) < EPS) return; for (tree_Node *i = tree_FirstNode(sys->hit); i != NULL; i = tree_Node_Next(i)) { Component_Hitbox *tohit_comp = *((Component_Hitbox **)i->data); Box2 tohit = physics_HitboxAbsolute(tohit_comp); if (!tohit_comp->fixed) continue; if (box2_Intersects(tohit, box2_OffsetY(mybox, delta), NULL)) { call_hithandler(e, tohit_comp->super, vec2(0, delta), e->hitbox->onHitData); if (delta > 0) { // Moves down, hits top edge double maxdelta = tohit.lefttop.y - mybox.lefttop.y - mybox.size.y; delta = maxdelta - EPS; } else { // Moves up, hits bottom edge double maxdelta = tohit.lefttop.y - mybox.lefttop.y + tohit.size.y; delta = maxdelta + EPS; } e->position->velocity.y = 0; } if (dabs(delta) < EPS) break; } if (dabs(delta) > EPS) e->position->position.y += delta; }