Refactor into more modular architecture
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129
physics.c
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129
physics.c
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#include "physics.h"
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#include "entity.h"
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#include "renderer.h"
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#include <assert.h>
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#include <string.h>
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typedef struct {
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bool valid;
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unsigned component_id;
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physics_t state;
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} entry_t;
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static unsigned max;
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static unsigned escape_entity;
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static entry_t entries[MAX_ENTITIES];
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static void update(unsigned new_entity_id, void *ref)
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{
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entry_t *old_e = (entry_t *)ref;
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entry_t *new_e = entries + new_entity_id;
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memcpy(new_e, old_e, sizeof(entry_t));
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old_e->valid = false;
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entity_update_component(new_entity_id, new_e->component_id, new_e);
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}
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static void remove(void *ref)
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{
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entry_t *e = (entry_t *)ref;
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e->valid = false;
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}
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void physics_init()
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{
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max = 0;
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escape_entity = MAX_ENTITIES;
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}
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void physics_update()
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{
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for (unsigned i = 0; i < max; ++i) {
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if (!entries[i].valid)
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continue;
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physics_t *st = &entries[i].state;
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st->dir = mat2_mul_mat2(mat2_rotation(st->rot), st->dir);
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st->pos = vec2_add(st->pos, st->vel);
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if (st->pos.y > 1)
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st->pos.y -= 2;
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else if (st->pos.y <= -1)
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st->pos.y += 2;
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if (st->pos.x >= aspect && i != escape_entity)
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st->pos.x -= 2 * aspect;
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else if (st->pos.x < -aspect)
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st->pos.x += 2 * aspect;
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}
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}
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void physics_add(
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unsigned entity, vec2_t pos, mat2_t dir, vec2_t vel, float rot,
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float mass)
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{
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assert(entity < MAX_ENTITIES);
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if (entity >= max)
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max = entity + 1;
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else
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assert(!entries[entity].valid);
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entry_t *entry = entries + entity;
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entry->valid = true;
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entry->component_id
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= entity_add_component(entity, update, remove, entry);
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entry->state = (physics_t) {
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.pos = pos,
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.dir = dir,
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.vel = vel,
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.rot = rot,
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.mass = mass,
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};
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}
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physics_t *physics_get(unsigned entity)
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{
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assert(entity < max);
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assert(entries[entity].valid);
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return &entries[entity].state;
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}
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void physics_escape(unsigned entity)
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{
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assert(entity < max);
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assert(entries[entity].valid);
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escape_entity = entity;
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}
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physics_sep_t physics_separation(unsigned a, unsigned b)
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{
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const physics_t *pa = physics_get(a);
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const physics_t *pb = physics_get(b);
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const vec2_t disp = vec2_sub(pb->pos, pa->pos);
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const vec2_t norm = vec2_norm(disp);
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return (physics_sep_t) {
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.dist = vec2_len(disp),
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.norm = norm,
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.va = vec2_dot(pa->vel, norm),
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.vb = vec2_dot(pb->vel, norm),
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};
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}
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void physics_bounce(unsigned a, unsigned b, physics_sep_t sep)
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{
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physics_t *pa = physics_get(a);
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physics_t *pb = physics_get(b);
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const float ma = pa->mass;
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const float mb = pb->mass;
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const float ms = ma + mb;
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const float va = (sep.va * (ma - mb) + 2 * mb * sep.vb) / ms;
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const float vb = (sep.vb * (mb - ma) + 2 * ma * sep.va) / ms;
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pa->vel = vec2_add(pa->vel, vec2_scale(sep.norm, va - sep.va));
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pb->vel = vec2_add(pb->vel, vec2_scale(sep.norm, vb - sep.vb));
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}
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