#include "Physics_Component.h" #include "Entity.h" #include "Types.h" #include "util/tree.h" #include static const double EPS = 1e-6; static inline double dabs(double x) { return x < 0 ? -x : x; } void _physics_MoveX(System_Physics *sys, Entity *e, Duration deltaTime) { double delta = e->position->velocity.x * duration_Seconds(deltaTime); if (dabs(delta) < EPS) return; for (tree_Node *i = tree_FirstNode(sys->hit); i != NULL; i = tree_Node_Next(i)) { Component_Hitbox *tohit = *((Component_Hitbox **)i->data); if (!tohit->fixed) continue; if (box2_Intersects(tohit->box, box2_OffsetX(e->hitbox->box, delta), NULL)) { if (delta > 0) { // Moves right, hits left edge double maxdelta = tohit->box.lefttop.x - e->hitbox->box.lefttop.x - e->hitbox->box.size.x; delta = maxdelta - EPS; } else { // Moves left, hits right edge double maxdelta = tohit->box.lefttop.x - e->hitbox->box.lefttop.x + tohit->box.size.x; delta = maxdelta + EPS; } } 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); if (dabs(delta) < EPS) return; for (tree_Node *i = tree_FirstNode(sys->hit); i != NULL; i = tree_Node_Next(i)) { Component_Hitbox *tohit = *((Component_Hitbox **)i->data); if (!tohit->fixed) continue; if (box2_Intersects(tohit->box, box2_OffsetY(e->hitbox->box, delta), NULL)) { if (delta > 0) { // Moves down, hits top edge double maxdelta = tohit->box.lefttop.y - e->hitbox->box.lefttop.y - e->hitbox->box.size.y; delta = maxdelta - EPS; } else { // Moves up, hits bottom edge double maxdelta = tohit->box.lefttop.y - e->hitbox->box.lefttop.y + tohit->box.size.y; delta = maxdelta + EPS; } } if (dabs(delta) < EPS) break; } if (dabs(delta) > EPS) e->position->position.y += delta; }