eco2d/code/modules/source/physics.c

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#include "zpl.h"
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#include "modules/physics.h"
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#include "world/world.h"
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#include "world/blocks.h"
#include "profiler.h"
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#define PHY_BLOCK_COLLISION 1
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#define PHY_WALK_DRAG 0.12
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#define PHY_LOOKAHEAD(x) (zpl_sign(x)*16.0f)
#define PHY_CORRECTION(x) ((zpl_max(0.0f, (WORLD_BLOCK_SIZE/2.0f) - zpl_abs(x))*zpl_sign(x)))*(WORLD_BLOCK_SIZE/2.0f)
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void MoveWalk(ecs_iter_t *it) {
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Velocity *v = ecs_column(it, Velocity, 1);
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for (int i = 0; i < it->count; i++) {
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v[i].x = zpl_lerp(v[i].x, 0.0f, PHY_WALK_DRAG);
v[i].y = zpl_lerp(v[i].y, 0.0f, PHY_WALK_DRAG);
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}
}
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void IntegratePositions(ecs_iter_t *it) {
profile(PROF_INTEGRATE_POS) {
Position *p = ecs_column(it, Position, 1);
Velocity *v = ecs_column(it, Velocity, 2);
for (int i = 0; i < it->count; i++) {
// NOTE(zaklaus): world bounds
{
double w = (double)world_dim();
p[i].x = zpl_clamp(p[i].x, 0, w-1);
p[i].y = zpl_clamp(p[i].y, 0, w-1);
}
#if PHY_BLOCK_COLLISION==1
// NOTE(zaklaus): X axis
{
world_block_lookup lookup = world_block_from_realpos(p[i].x+PHY_LOOKAHEAD(v[i].x), p[i].y);
uint32_t flags = blocks_get_flags(lookup.block_id);
if (flags & BLOCK_FLAG_COLLISION) {
v[i].x = PHY_CORRECTION(lookup.ox);
}
}
// NOTE(zaklaus): Y axis
{
world_block_lookup lookup = world_block_from_realpos(p[i].x, p[i].y+PHY_LOOKAHEAD(v[i].y));
uint32_t flags = blocks_get_flags(lookup.block_id);
if (flags & BLOCK_FLAG_COLLISION) {
v[i].y = PHY_CORRECTION(lookup.oy);
}
}
#endif
p[i].x += v[i].x * it->delta_time;
p[i].y += v[i].y * it->delta_time;
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}
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}
}
void UpdateTrackerPos(ecs_iter_t *it) {
Position *p = ecs_column(it, Position, 1);
for (int i = 0; i < it->count; i++){
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librg_entity_chunk_set(world_tracker(), it->entities[i], librg_chunk_from_realpos(world_tracker(), p[i].x, p[i].y, 0));
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}
}
void PhysicsImport(ecs_world_t *ecs) {
ECS_MODULE(ecs, Physics);
ecs_set_name_prefix(ecs, "Physics");
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ECS_TAG(ecs, Walking);
ECS_TAG(ecs, Flying);
ECS_TYPE(ecs, Movement, Walking, Flying);
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ECS_META(ecs, Velocity);
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ECS_SYSTEM(ecs, MoveWalk, EcsOnUpdate, Velocity);
ECS_SYSTEM(ecs, IntegratePositions, EcsOnValidate, general.Position, Velocity);
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ECS_SYSTEM(ecs, UpdateTrackerPos, EcsPostUpdate, general.Position);
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ECS_SET_TYPE(Movement);
ECS_SET_ENTITY(Walking);
ECS_SET_ENTITY(Flying);
ECS_SET_COMPONENT(Velocity);
ECS_SET_ENTITY(MoveWalk);
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ECS_SET_ENTITY(UpdateTrackerPos);
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ECS_SET_ENTITY(IntegratePositions);
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}