Refactor to seperate shapes and physics

This commit is contained in:
Camden Dixie O'Brien
2025-10-13 21:04:50 +01:00
parent 44d3bbef69
commit 7d876aaf2d

147
main.c
View File

@@ -5,12 +5,62 @@
#include <stdio.h> #include <stdio.h>
#include <sys/select.h> #include <sys/select.h>
#define SHIP 0
#define FIRE 1
#define LIN_PWR 0.0001 #define LIN_PWR 0.0001
#define ROT_PWR 0.001 #define ROT_PWR 0.002
#define MAX_SHAPES 8U
#define MAX_ENTITIES 8U
#define MAX(a, b) ((a) < (b) ? (b) : (a)) #define MAX(a, b) ((a) < (b) ? (b) : (a))
#define NELEMS(arr) (sizeof(arr) / sizeof(arr[0])) #define NELEMS(arr) (sizeof(arr) / sizeof(arr[0]))
typedef struct {
bool visible;
int entity;
unsigned vert_count;
vec2_t verts[MAX_VERTS];
} shape_t;
typedef struct {
vec2_t pos;
vec2_t vel;
mat2_t dir;
float omg;
} entity_t;
static shape_t shapes[MAX_SHAPES] = {
{
.visible = true,
.entity = SHIP,
.vert_count = 4,
.verts = {
{ 0.0, 0.08 },
{ 0.05, -0.1 },
{ 0.0, -0.07 },
{ -0.05, -0.1 },
},
},
{
.visible = false,
.entity = SHIP,
.vert_count = 3,
.verts = {
{ 0.015, -0.1 },
{ -0.015, -0.1 },
{ 0.0, -0.15 },
},
},
};
static entity_t entities[MAX_ENTITIES] = {
{ .dir = { { 1, 0 }, { 0, 1 } } },
};
static unsigned shape_count = 2;
static unsigned entity_count = 1;
static float aspect; static float aspect;
static bool quit = false; static bool quit = false;
@@ -19,27 +69,6 @@ static struct {
int fwd; int fwd;
} input; } input;
static struct {
vec2_t pos;
vec2_t vel;
mat2_t dir;
float omg;
} state;
static const vec2_t ship[] = {
{ 0.0, 0.08 },
{ 0.05, -0.1 },
{ 0.0, -0.07 },
{ -0.05, -0.1 },
};
static const vec2_t fire[] = {
{ 0.015, -0.1 },
{ -0.015, -0.1 },
{ 0.0, -0.15 },
};
static const vec2_t thrust = { 0, LIN_PWR };
static void key_press_callback(int key) static void key_press_callback(int key)
{ {
switch (key) { switch (key) {
@@ -86,27 +115,58 @@ static void key_release_callback(int key)
} }
} }
static mat3_t update() static mat3_t entity_transform(unsigned id)
{ {
state.omg += ROT_PWR * (float)input.rot; const entity_t *e = entities + id;
state.dir = mat2_mul_mat2(mat2_rotation(state.omg), state.dir); return mat3_mul_mat3(mat3_translation(e->pos), mat2_extend(e->dir));
}
const vec2_t acc static void ship_update()
= mat2_mul_vec2(state.dir, vec2_scale(thrust, (float)input.fwd)); {
state.vel = vec2_add(state.vel, acc); entity_t *ship = entities + SHIP;
state.pos = vec2_add(state.pos, state.vel);
if (state.pos.y > 1) ship->omg += ROT_PWR * (float)input.rot;
state.pos.y -= 2;
else if (state.pos.y < -1)
state.pos.y += 2;
if (state.pos.x > aspect)
state.pos.x -= 2 * aspect;
else if (state.pos.x < -aspect)
state.pos.x += 2 * aspect;
return mat3_mul_mat3( const vec2_t thrust = { 0, (float)input.fwd * LIN_PWR };
mat3_translation(state.pos), mat2_extend(state.dir)); const vec2_t acc = mat2_mul_vec2(ship->dir, thrust);
ship->vel = vec2_add(ship->vel, acc);
shapes[FIRE].visible = input.fwd != 0;
}
static void update()
{
ship_update();
for (unsigned i = 0; i < entity_count; ++i) {
entity_t *e = entities + i;
e->dir = mat2_mul_mat2(mat2_rotation(e->omg), e->dir);
e->pos = vec2_add(e->pos, e->vel);
if (e->pos.y > 1)
e->pos.y -= 2;
else if (e->pos.y < -1)
e->pos.y += 2;
if (e->pos.x > aspect)
e->pos.x -= 2 * aspect;
else if (e->pos.x < -aspect)
e->pos.x += 2 * aspect;
}
}
static void draw()
{
static mat3_t transforms[MAX_ENTITIES];
for (unsigned i = 0; i < entity_count; ++i)
transforms[i] = entity_transform(i);
for (unsigned i = 0; i < shape_count; ++i) {
if (!shapes[i].visible)
continue;
const mat3_t transform = transforms[shapes[i].entity];
renderer_draw(shapes[i].verts, shapes[i].vert_count, transform);
}
} }
int main() int main()
@@ -121,8 +181,6 @@ int main()
renderer_clear(); renderer_clear();
renderer_swap(); renderer_swap();
state.dir = (mat2_t) { { 1, 0 }, { 0, 1 } };
const int max_fd = MAX(input_fd, drm_fd); const int max_fd = MAX(input_fd, drm_fd);
fd_set set; fd_set set;
@@ -139,12 +197,11 @@ int main()
if (FD_ISSET(drm_fd, &set)) { if (FD_ISSET(drm_fd, &set)) {
renderer_handle(); renderer_handle();
const mat3_t m = update(); update();
renderer_clear(); renderer_clear();
renderer_draw(ship, NELEMS(ship), m); draw();
if (input.fwd != 0)
renderer_draw(fire, NELEMS(fire), m);
renderer_swap(); renderer_swap();
} }
} }