78 lines
1.8 KiB
C
78 lines
1.8 KiB
C
#include "collider.h"
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#include "collision.h"
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#include "debug.h"
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struct Collider {
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Shape* shape;
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PhysicsEntity owner;
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RigidBody* body;
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PhysicsMask layers;
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PhysicsMask mask;
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int overlap;
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};
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Collider* collider_new(PhysicsEntity owner, Shape* shape, int overlap, PhysicsMask layers, PhysicsMask mask) {
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Collider* self = malloc(sizeof(Collider));
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ASSERT_RETURN(self != NULL, NULL, "Failed to allocate space for Collider");
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*self = (Collider) {
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.shape = shape,
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.owner = owner,
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.body = owner.tc->get_rigidbody(owner.data),
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.layers = layers,
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.mask = mask,
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.overlap = overlap,
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};
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rigidbody_add_collider(self->body, self);
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return self;
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}
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void collider_destroy(Collider* self) {
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shape_destroy(self->shape);
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rigidbody_remove_collider(self->body, self);
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free(self);
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}
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PhysicsQuery collider_to_query(Collider* self) {
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return (PhysicsQuery) {
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.shape = self->shape,
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.transform = rigidbody_get_transform(self->body),
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.mask = self->mask
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};
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}
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Shape* collider_get_shape(Collider* self) {
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return self->shape;
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}
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RigidBody* collider_get_rigidbody(Collider* self) {
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return self->body;
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}
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int collider_is_overlap(Collider* self) {
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return self->overlap;
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}
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void collider_set_overlap(Collider* self, int value) {
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self->overlap = value;
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}
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PhysicsMask collider_get_mask(const Collider* self) {
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return self->mask;
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}
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void collider_set_mask(Collider* self, PhysicsMask mask) {
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self->mask = mask;
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}
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PhysicsMask collider_get_layers(const Collider* self) {
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return self->layers;
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}
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void collider_set_layers(Collider* self, PhysicsMask layers) {
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self->layers = layers;
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}
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PhysicsEntity collider_get_owner(Collider* self) {
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return self->owner;
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}
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