eco2d/code/modules/source/system_vehicle.c

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#define VEH_ENTER_RADIUS 45.0f
void LeaveVehicle(ecs_iter_t *it) {
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Input *in = ecs_column(it, Input, 1);
IsInVehicle *vehp = ecs_column(it, IsInVehicle, 2);
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for (int i = 0; i < it->count; i++) {
if (!in[i].use) continue;
Vehicle *veh = 0;
if ((veh = ecs_get_mut_if(it->world, vehp->veh, Vehicle))) {
for (int k = 0; k < 4; k++) {
if (veh->seats[k] == it->entities[i]) {
veh->seats[k] = 0;
break;
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}
}
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in[i].use = false;
ecs_remove(it->world, it->entities[i], IsInVehicle);
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} else {
ZPL_PANIC("unreachable code");
}
}
}
void EnterVehicle(ecs_iter_t *it) {
Input *in = ecs_column(it, Input, 1);
Position *p = ecs_column(it, Position, 2);
for (int i = 0; i < it->count; i++) {
if (!in[i].use) continue;
size_t ents_count;
int64_t *ents = world_chunk_query_entities(it->entities[i], &ents_count, 2);
for (size_t j = 0; j < ents_count; j++) {
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Vehicle *veh = 0;
if ((veh = ecs_get_mut_if(it->world, ents[j], Vehicle))) {
Position const* p2 = ecs_get(it->world, ents[j], Position);
float dx = p2->x - p[i].x;
float dy = p2->y - p[i].y;
float range = zpl_sqrt(dx*dx + dy*dy);
if (range <= VEH_ENTER_RADIUS) {
for (int k = 0; k < 4; k++) {
if (veh->seats[k] != 0) continue;
// NOTE(zaklaus): We can enter the vehicle, yay!
veh->seats[k] = it->entities[i];
ecs_set(it->world, it->entities[i], IsInVehicle, {
.veh = ents[j]
});
p[i] = *p2;
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in[i].use = false;
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break;
}
}
}
}
}
}
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#define VEHICLE_FORCE 34.8f
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#define VEHICLE_ACCEL 0.27f
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#define VEHICLE_DECEL 0.28f
#define VEHICLE_STEER 0.11f
#define VEHICLE_STEER_MUL 0.087f
void VehicleHandling(ecs_iter_t *it) {
Vehicle *veh = ecs_column(it, Vehicle, 1);
Position *p = ecs_column(it, Position, 2);
Velocity *v = ecs_column(it, Velocity, 3);
for (int i = 0; i < it->count; i++) {
Vehicle *car = &veh[i];
// NOTE(zaklaus): Apply friction
car->force = zpl_lerp(car->force, 0.0f, VEHICLE_DECEL);
car->steer *= 0.97f;
for (int j = 0; j < 4; j++) {
// NOTE(zaklaus): Perform seat cleanup
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if (!world_entity_valid(veh[i].seats[j])) {
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veh[i].seats[j] = 0;
continue;
}
ecs_entity_t pe = veh[i].seats[j];
// NOTE(zaklaus): Update passenger position
{
Position *p2 = ecs_get_mut(it->world, pe, Position, NULL);
Velocity *v2 = ecs_get_mut(it->world, pe, Velocity, NULL);
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*p2 = p[i];
*v2 = v[i];
}
// NOTE(zaklaus): Handle driver input
if (j == 0) {
Input const* in = ecs_get(it->world, pe, Input);
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world_block_lookup lookup = world_block_from_realpos(p[i].x, p[i].y);
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float drag = zpl_clamp(blocks_get_drag(lookup.block_id), 0.0f, 1.0f);
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car->force += zpl_lerp(0.0f, in->y * VEHICLE_FORCE, VEHICLE_ACCEL) * drag;
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car->steer += in->x * -VEHICLE_STEER;
car->steer = zpl_clamp(car->steer, -40.0f, 40.0f);
}
}
// NOTE(zaklaus): Vehicle physics
float fr_x = p[i].x + (car->wheel_base/2.0f) * zpl_cos(car->heading);
float fr_y = p[i].y + (car->wheel_base/2.0f) * zpl_sin(car->heading);
float bk_x = p[i].x - (car->wheel_base/2.0f) * zpl_cos(car->heading);
float bk_y = p[i].y - (car->wheel_base/2.0f) * zpl_sin(car->heading);
bk_x += car->force * zpl_cos(car->heading);
bk_y += car->force * zpl_sin(car->heading);
fr_x += car->force * zpl_cos(car->heading + zpl_to_radians(car->steer));
fr_y += car->force * zpl_sin(car->heading + zpl_to_radians(car->steer));
v[i].x += (fr_x + bk_x) / 2.0f - p[i].x;
v[i].y += (fr_y + bk_y) / 2.0f - p[i].y;
car->heading = zpl_arctan2(fr_y - bk_y, fr_x - bk_x);
}
}
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void ClearVehicle(ecs_iter_t *it) {
Vehicle *veh = ecs_column(it, Vehicle, 1);
for (int i = 0; i < it->count; i++) {
for (int k = 0; k < 4; k++) {
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if (world_entity_valid(veh[i].seats[k])) {
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ecs_remove(it->world, veh[i].seats[k], IsInVehicle);
}
}
}
}