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blitzphysics.cpp
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190 lines (155 loc) · 5.13 KB
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#include "prism/blitzphysics.h"
#include "prism/datastructures.h"
#include "prism/physics.h"
#include "prism/memoryhandler.h"
#include "prism/blitzentity.h"
#include "prism/log.h"
#include "prism/system.h"
#include "prism/blitzcollision.h"
#include "prism/math.h"
#include "prism/stlutil.h"
#include <algorithm>
using namespace std;
namespace prism {
typedef struct {
int mEntityID;
Velocity mVelocity;
Acceleration mAcceleration;
Acceleration mGravity;
Vector3D mOneMinusDragOnCollision;
} PhysicsEntry;
static struct {
unordered_map<int, PhysicsEntry> mEntries;
} gBlitzPhysicsData;
static void loadBlitzPhysicsHandler(void* tData) {
(void)tData;
setProfilingSectionMarkerCurrentFunction();
gBlitzPhysicsData.mEntries.clear();
}
static void updateSinglePhysicsEntry(void* /*tCaller*/, PhysicsEntry& tData) {
PhysicsEntry* e = &tData;
e->mAcceleration = vecAdd(e->mAcceleration, e->mGravity);
e->mVelocity = vecAdd(e->mVelocity, e->mAcceleration);
e->mAcceleration = Vector3D(0, 0, 0);
Position* pos = getBlitzEntityPositionReference(e->mEntityID);
if (hasBlitzCollidedBottom(e->mEntityID)) {
e->mVelocity.y = min(0.0, e->mVelocity.y);
}
if (hasBlitzCollidedTop(e->mEntityID)) {
e->mVelocity.y = max(0.0, e->mVelocity.y);
}
if (hasBlitzCollidedRight(e->mEntityID)) {
e->mVelocity.x = min(0.0, e->mVelocity.x);
}
if (hasBlitzCollidedLeft(e->mEntityID)) {
e->mVelocity.x = max(0.0, e->mVelocity.x);
}
if (e->mOneMinusDragOnCollision.x != 1)
{
if (hasBlitzCollidedBottom(e->mEntityID) || hasBlitzCollidedTop(e->mEntityID)) e->mVelocity.x *= e->mOneMinusDragOnCollision.x;
}
if (e->mOneMinusDragOnCollision.y != 1)
{
if (hasBlitzCollidedLeft(e->mEntityID) || hasBlitzCollidedRight(e->mEntityID)) e->mVelocity.y *= e->mOneMinusDragOnCollision.y;
}
*pos = vecAdd(*pos, e->mVelocity);
}
static void updateBlitzPhysicsHandler(void* tData) {
(void)tData;
setProfilingSectionMarkerCurrentFunction();
stl_int_map_map(gBlitzPhysicsData.mEntries, updateSinglePhysicsEntry);
}
static void unregisterEntity(int tEntityID);
static BlitzComponent getBlitzPhysicsComponent() {
return makeBlitzComponent(unregisterEntity);
}
static PhysicsEntry* getBlitzPhysicsEntry(int tEntityID) {
if (!stl_map_contains(gBlitzPhysicsData.mEntries, tEntityID)) {
logErrorFormat("Entity with ID %d does not have physics component.", tEntityID);
recoverFromError();
}
return &gBlitzPhysicsData.mEntries[tEntityID];
}
ActorBlueprint getBlitzPhysicsHandler() {
return makeActorBlueprint(loadBlitzPhysicsHandler, NULL, updateBlitzPhysicsHandler);
}
void addBlitzPhysicsComponent(int tEntityID)
{
PhysicsEntry e;
e.mEntityID = tEntityID;
e.mVelocity = Vector3D(0, 0, 0);
e.mAcceleration = Vector3D(0, 0, 0);
e.mGravity = Vector3D(0, 0, 0);
e.mOneMinusDragOnCollision = Vector3D(1, 1, 1);
registerBlitzComponent(tEntityID, getBlitzPhysicsComponent());
gBlitzPhysicsData.mEntries[tEntityID] = e;
}
void setBlitzPhysicsGravity(int tEntityID, const Acceleration& tGravity)
{
PhysicsEntry* e = getBlitzPhysicsEntry(tEntityID);
e->mGravity = tGravity;
}
void addBlitzPhysicsImpulse(int tEntityID, const Acceleration& tImpulse)
{
PhysicsEntry* e = getBlitzPhysicsEntry(tEntityID);
e->mAcceleration = vecAdd(e->mAcceleration, tImpulse);
}
void setBlitzPhysicsDragFactorOnCollision(int tEntityID, const Vector3D& tDragFactor)
{
PhysicsEntry* e = getBlitzPhysicsEntry(tEntityID);
e->mOneMinusDragOnCollision = vecSub(Vector3D(1, 1, 1), tDragFactor);
}
Velocity getBlitzPhysicsVelocity(int tEntityID)
{
if (!stl_map_contains(gBlitzPhysicsData.mEntries, tEntityID)) return Vector3D(0, 0, 0);
PhysicsEntry* e = &gBlitzPhysicsData.mEntries[tEntityID];
return e->mVelocity;
}
Velocity* getBlitzPhysicsVelocityReference(int tEntityID)
{
if (!stl_map_contains(gBlitzPhysicsData.mEntries, tEntityID)) {
logWarningFormat("Entity %d has no physics component. Returning NULL.", tEntityID);
return NULL;
}
PhysicsEntry* e = &gBlitzPhysicsData.mEntries[tEntityID];
return &e->mVelocity;
}
void setBlitzPhysicsVelocity(int tEntityID, const Velocity& tVelocity)
{
PhysicsEntry* e = getBlitzPhysicsEntry(tEntityID);
e->mVelocity = tVelocity;
}
void setBlitzPhysicsVelocityX(int tEntityID, double tX)
{
PhysicsEntry* e = getBlitzPhysicsEntry(tEntityID);
e->mVelocity.x = tX;
}
void addBlitzPhysicsVelocity(int tEntityID, const Velocity& tVelocity)
{
PhysicsEntry* e = getBlitzPhysicsEntry(tEntityID);
e->mVelocity += tVelocity;
}
void addBlitzPhysicsVelocityX(int tEntityID, double tX)
{
PhysicsEntry* e = getBlitzPhysicsEntry(tEntityID);
e->mVelocity.x += tX;
}
double getBlitzPhysicsVelocityY(int tEntityID)
{
PhysicsEntry* e = getBlitzPhysicsEntry(tEntityID);
return e->mVelocity.y;
}
void setBlitzPhysicsVelocityY(int tEntityID, double tY)
{
PhysicsEntry* e = getBlitzPhysicsEntry(tEntityID);
e->mVelocity.y = tY;
}
void addBlitzPhysicsVelocityY(int tEntityID, double tY)
{
PhysicsEntry* e = getBlitzPhysicsEntry(tEntityID);
e->mVelocity.y += tY;
}
static void unregisterEntity(int tEntityID) {
gBlitzPhysicsData.mEntries.erase(tEntityID);
}
}