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#include <vecmath.h>
#include <physics.h>
#include <stdlib.h>
#include "dat.h"
#define PHX_TICK_TIME (1.0 / 480.0)
static void tick(void);
static void mapcollision(Body *);
static void bodycollision(Body *);
#define TILE_SIZE 16
void
phxtick(float delta)
{
static float time;
time += delta;
if(time >= PHX_TICK_TIME > 0) {
while(time >= PHX_TICK_TIME) {
tick();
time -= PHX_TICK_TIME;
}
for(int i = 0; i < phxbodypoolsize; i++) {
Body *b = phxbodypool + i;
if(!b->active)
continue;
b->accel[0] = 0.0;
b->accel[1] = 0.0;
}
}
}
void
tick(void)
{
for(int i = 0; i < phxbodypoolsize; i++) {
Body *b = phxbodypool + i;
if(!b->active)
continue;
vec2_add_scaled(b->vel, b->vel, b->accel, PHX_TICK_TIME);
}
for(int i = 0; i < phxbodypoolsize; i++) {
Body *b = phxbodypool + i;
if(!b->active)
continue;
mapcollision(b);
bodycollision(b);
}
for(int i = 0; i < phxbodypoolsize; i++) {
Body *b = phxbodypool + i;
if(!b->active)
continue;
vec2_add_scaled(b->pos, b->pos, b->vel, PHX_TICK_TIME);
}
}
void
mapcollision(Body *a)
{
int minx, miny, maxx, maxy;
minx = ((int)(a->pos[0] - a->size[0]) / TILE_SIZE) * TILE_SIZE;
maxx = ((int)(a->pos[0] + a->size[0]) / TILE_SIZE) * TILE_SIZE;
miny = ((int)(a->pos[1] - a->size[1]) / TILE_SIZE) * TILE_SIZE;
maxy = ((int)(a->pos[1] + a->size[1]) / TILE_SIZE) * TILE_SIZE;
for(int y = miny; y <= maxy + TILE_SIZE; y += TILE_SIZE)
for(int x = minx; x <= maxx + TILE_SIZE; x += TILE_SIZE) {
int tilex = x / (2 * TILE_SIZE);
int tiley = y / (2 * TILE_SIZE);
if(tilex < 0 || tilex >= phxmapwidth)
continue;
if(tiley < 0 || tiley >= phxmapheight)
continue;
if(!phxmapbuffer[tilex + tiley * phxmapwidth])
continue;
Body b = {
.pos = {
tilex * TILE_SIZE * 2.0,
tiley * TILE_SIZE * 2.0,
},
.size = { TILE_SIZE, TILE_SIZE },
};
if(phxaabbcheck(a, &b)) {
float p[2], n[2];
phxaabbresolv(a, &b, p, n);
vec2_sub(a->pos, a->pos, p);
if(p[0] != 0.0) {
a->vel[0] = 0;
} else {
a->vel[1] = 0;
}
}
}
}
void
bodycollision(Body *a)
{
CollisionEvent event;
for(Body *b = a + 1; b < (a + phxbodypoolsize); b++) {
if(!b->active)
continue;
if(phxaabbcheck(a, b)) {
float p[2], n[2], rvel[2], j;
phxaabbresolv(a, b, p, n);
vec2_sub(rvel, a->vel, b->vel);
j = vec2_dot(rvel, n);
vec2_sub_scaled(a->vel, a->vel, n, 0.5);
vec2_sub_scaled(b->vel, b->vel, n, -0.5);
vec2_sub_scaled(a->pos, a->pos, p, 0.5);
vec2_sub_scaled(b->pos, b->pos, p, -0.5);
event.body1 = a - phxbodypool;
event.body2 = b - phxbodypool;
phxenqevent(&event);
}
}
}
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