#include "debug_draw.h" #include "entity.h" #define VEH_ENTER_RADIUS 45.0f void LeaveVehicle(ecs_iter_t *it) { Input *in = ecs_field(it, Input, 1); IsInVehicle *vehp = ecs_field(it, IsInVehicle, 2); Velocity *v = ecs_field(it, Velocity, 3); 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; } } in[i].use = false; ecs_remove(it->world, it->entities[i], IsInVehicle); // NOTE(zaklaus): push passenger out { float px = zpl_cos(veh->heading)*400.0f; float py = zpl_sin(veh->heading)*400.0f; v->x += py; v->y -= px; } } else { ZPL_PANIC("unreachable code"); } } } void EnterVehicle(ecs_iter_t *it) { Input *in = ecs_field(it, Input, 1); Position *p = ecs_field(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); bool has_entered_veh = false; for (size_t j = 0; j < ents_count; j++) { Vehicle *veh = 0; if (has_entered_veh) break; 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; in[i].use = false; has_entered_veh = true; break; } } } } } } #define VEHICLE_FORCE 240.8f #define VEHICLE_ACCEL 0.032f #define VEHICLE_DECEL 0.28f #define VEHICLE_STEER 35.89f #define VEHICLE_STEER_COMPENSATION 4.0f #define VEHICLE_STEER_REVERT 6.0941816f #define VEHICLE_POWER 97.89f #define VEHICLE_BRAKE_FORCE 0.84f void VehicleHandling(ecs_iter_t *it) { Vehicle *veh = ecs_field(it, Vehicle, 1); Position *p = ecs_field(it, Position, 2); Velocity *v = ecs_field(it, Velocity, 3); for (int i = 0; i < it->count; i++) { Vehicle *car = &veh[i]; for (int j = 0; j < 4; j++) { // NOTE(zaklaus): Perform seat cleanup if (!world_entity_valid(veh[i].seats[j])) { veh[i].seats[j] = 0; continue; } ecs_entity_t pe = veh[i].seats[j]; // NOTE(zaklaus): Handle driver input if (j == 0) { Input const* in = ecs_get(it->world, pe, Input); car->force += zpl_lerp(0.0f, in->y * VEHICLE_FORCE, (zpl_sign(in->y) == zpl_sign(car->force) ? 1.0f : 3.0f) * VEHICLE_ACCEL*safe_dt(it)); if (in->sprint) { car->force = zpl_lerp(car->force, 0.0f, VEHICLE_BRAKE_FORCE*safe_dt(it)); if (zpl_abs(car->force) < 5.5f) car->force = 0.0f; } float steer_mod = (1 - zpl_abs(car->force) / car->speed) + VEHICLE_STEER_COMPENSATION * safe_dt(it); car->steer = zpl_lerp(car->steer, 0.0f, safe_dt(it)*VEHICLE_STEER_REVERT); car->steer += (in->x * VEHICLE_STEER * steer_mod)*safe_dt(it); car->steer = zpl_clamp(car->steer, -60.0f, 60.0f); } } car->force = zpl_clamp(car->force, car->reverse_speed, car->speed); // 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); world_block_lookup lookup = world_block_from_realpos(p[i].x, p[i].y); float drag = zpl_clamp(blocks_get_drag(lookup.bid), 0.0f, 1.0f); bk_x += car->force * drag * zpl_cos(car->heading) * safe_dt(it)*VEHICLE_POWER; bk_y += car->force * drag * zpl_sin(car->heading) * safe_dt(it)*VEHICLE_POWER; fr_x += car->force * drag * zpl_cos(car->heading + zpl_to_radians(car->steer)) * safe_dt(it)*VEHICLE_POWER; fr_y += car->force * drag * zpl_sin(car->heading + zpl_to_radians(car->steer)) * safe_dt(it)*VEHICLE_POWER; 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); world_block_lookup lookahead = world_block_from_realpos(p[i].x+PHY_LOOKAHEAD(v[i].x), p[i].y+PHY_LOOKAHEAD(v[i].y)); uint32_t flags = blocks_get_flags(lookahead.bid); if (flags & BLOCK_FLAG_COLLISION) { car->force = 0.0f; } for (int j = 0; j < 4; j++) { if (!world_entity_valid(veh[i].seats[j])) continue; ecs_entity_t pe = veh[i].seats[j]; // NOTE(zaklaus): Update passenger position { Position *p2 = ecs_get_mut(it->world, pe, Position); Velocity *v2 = ecs_get_mut(it->world, pe, Velocity); *p2 = p[i]; *v2 = v[i]; entity_wake(pe); } } if (zpl_abs(car->force) > ENTITY_ACTION_VELOCITY_THRESHOLD) { entity_wake(it->entities[i]); } { debug_v2 b2 = {p[i].x + zpl_cos(car->heading)*(car->wheel_base), p[i].y + zpl_sin(car->heading)*(car->wheel_base)}; debug_push_line((debug_v2){p[i].x, p[i].y}, b2, 0x0000FFFF); // NOTE(zaklaus): force { float dx = zpl_cos(car->heading); float dy = zpl_sin(car->heading); debug_push_circle((debug_v2){p[i].x+dx*car->force, p[i].y+dy*car->force}, 5.0f, 0x00FF00FF); } // NOTE(zaklaus): steer { float dx = zpl_sin(car->heading); float dy = -zpl_cos(car->heading); float steer_mult = -80.0f; debug_push_circle((debug_v2){p[i].x+dx*car->steer*steer_mult, p[i].y+dy*car->steer*steer_mult}, 5.0f, 0x00FFAAFF); } } } } void ClearVehicle(ecs_iter_t *it) { Vehicle *veh = ecs_field(it, Vehicle, 1); for (int i = 0; i < it->count; i++) { for (int k = 0; k < 4; k++) { if (world_entity_valid(veh[i].seats[k])) { ecs_remove(it->world, veh[i].seats[k], IsInVehicle); } } } }