#include "private.h"
#include "sprite.h"
#include "world.h"
#include "group.h"
#include "drawing.h"
#include "animation.h"
struct _Sprite {
double x;
double y;
double rotation;
double width;
double height;
double scale;
double vx;
double vy;
double ax;
double ay;
double rotationSpeed;
HeliCollider collider;
double colliderSensitiveDistance;
int massLevel;
double wx;
double wy;
double friction;
double airFriction;
double touchFriction;
int rotateToDirection;
int mirrorX;
int mirrorY;
double depth;
double lifeTime;
int visible;
int debug;
double shapeColor[4];
double tintColor[4];
HeliArray groups;
Animation animation;
int userTag;
char *userText;
void *userData;
SpriteCallback destroyCallback;
};
static HeliArray sprites;
static HeliArray spritesSorted;
static void prepareCollider(Sprite sprite, HeliCollider *collider) {
memcpy(collider, &sprite->collider, sizeof(*collider));
collider->x += sprite->x;
collider->y += sprite->y;
collider->rotation += sprite->rotation;
// auto-size
if (collider->type == COLLIDER_RECTANGLE) {
if (collider->width < -HELI_PRECISION) collider->width = sprite->width;
if (collider->height < -HELI_PRECISION) collider->height = sprite->height;
if (collider->radius < -HELI_PRECISION) collider->radius = 0;
} else
if (collider->type == COLLIDER_CIRCLE) {
collider->width = 0;
collider->height = 0;
if (collider->radius < -HELI_PRECISION) collider->radius = 0.5*sprite->width;
}
// scale
collider->width *= sprite->scale;
collider->height *= sprite->scale;
collider->radius *= sprite->scale;
// fix small values
if (collider->width < HELI_PRECISION) collider->width = HELI_PRECISION;
if (collider->height < HELI_PRECISION) collider->height = HELI_PRECISION;
if (collider->radius < HELI_PRECISION) collider->radius = HELI_PRECISION;
// fix round corners
if (collider->type == COLLIDER_RECTANGLE) {
double rmax = 0.5*( collider->width < collider->height
? collider->width : collider->height );
if (collider->radius >= rmax - HELI_PRECISION)
collider->radius = rmax;
collider->width -= 2*collider->radius;
collider->height -= 2*collider->radius;
}
}
static void autoRotate(Sprite sprite) {
if (sprite->rotateToDirection)
sprite->rotation = spriteGetDirection(sprite);
}
Sprite createSpriteEx(double x, double y, double width, double height) {
if (!heliInitialized) return NULL;
Sprite s = calloc(1, sizeof(*s));
s->x = x;
s->y = y;
s->width = width;
s->height = height;
s->scale = 1;
s->collider.type = COLLIDER_RECTANGLE;
s->collider.width = s->collider.height = -1;
s->colliderSensitiveDistance = 0.001;
s->collider.bounciness = 1;
s->friction = 1;
s->mirrorX = 1;
s->mirrorY = 1;
s->lifeTime = -1;
s->visible = TRUE;
s->shapeColor[0] = s->shapeColor[1] = s->shapeColor[2] = 0.5;
s->shapeColor[3] = 1;
s->tintColor[0] = s->tintColor[1] = s->tintColor[2] = s->tintColor[3] = 1;
s->userText = heliStringCopy("");
heliArrayInsert(&sprites, -1, s, NULL);
heliArrayInsert(&spritesSorted, -1, s, NULL);
heliObjectRegister(s, (HeliFreeCallback)&spriteDestroy);
return s;
}
Sprite createSprite(double x, double y)
{ return createSpriteEx(x, y, 100, 100); }
void spriteDestroy(Sprite sprite) {
if (sprite->destroyCallback) sprite->destroyCallback(sprite);
spriteSetNoAnimation(sprite);
while(sprite->groups.count > 0)
groupRemove((Group)sprite->groups.items[0].value, sprite);
for(int i = sprites.count - 1; i >= 0; --i)
if (sprites.items[i].value == sprite)
heliArrayRemove(&sprites, i);
for(int i = spritesSorted.count - 1; i >= 0; --i)
if (spritesSorted.items[i].value == sprite)
heliArrayRemove(&spritesSorted, i);
heliArrayDestroy(&sprite->groups);
heliObjectUnregister(sprite);
free(sprite->userText);
free(sprite);
}
void spriteDestroyTimer(Sprite sprite, double lifeTime) {
if (lifeTime <= 0) { spriteDestroy(sprite); return; }
sprite->lifeTime = lifeTime;
}
Sprite spriteClone(Sprite sprite) {
if (!heliInitialized) return NULL;
Sprite s = calloc(1, sizeof(*s));
memcpy(s, sprite, sizeof(*s));
s->lifeTime = -1;
memset(&s->groups, 0, sizeof(s->groups));
s->userText = heliStringCopy(sprite->userText);
return s;
}
double spriteGetX(Sprite sprite) { return sprite->x; }
void spriteSetX(Sprite sprite, double x) { sprite->x = x; }
double spriteGetY(Sprite sprite) { return sprite->y; }
void spriteSetY(Sprite sprite, double y) { sprite->y = y; }
void spriteSetXY(Sprite sprite, double x, double y)
{ spriteSetX(sprite, x); spriteSetY(sprite, y); }
double spriteGetVelocityX(Sprite sprite) { return sprite->vx; }
void spriteSetVelocityX(Sprite sprite, double x)
{ spriteSetVelocityXY(sprite, x, sprite->vy); }
double spriteGetVelocityY(Sprite sprite) { return sprite->vy; }
void spriteSetVelocityY(Sprite sprite, double y)
{ spriteSetVelocityXY(sprite, sprite->vx, y); }
void spriteSetVelocityXY(Sprite sprite, double x, double y) {
spriteResetTouch(sprite);
sprite->vx = x; sprite->vy = y;
autoRotate(sprite);
}
double spriteGetAccelerationX(Sprite sprite) { return sprite->ax; }
void spriteSetAccelerationX(Sprite sprite, double x) { sprite->ax = x; }
double spriteGetAccelerationY(Sprite sprite) { return sprite->ay; }
void spriteSetAccelerationY(Sprite sprite, double y) { sprite->ay = y; }
void spriteSetAccelerationXY(Sprite sprite, double x, double y)
{ spriteSetAccelerationX(sprite, x); spriteSetAccelerationY(sprite, y); }
double spriteGetScale(Sprite sprite) { return sprite->scale; }
void spriteSetScale(Sprite sprite, double scale) { sprite->scale = scale; }
double spriteGetWidth(Sprite sprite) { return sprite->width; }
void spriteSetWidth(Sprite sprite, double width)
{ sprite->width = width > 0 ? width : 0; }
double spriteGetHeight(Sprite sprite) { return sprite->height; }
void spriteSetHeight(Sprite sprite, double height)
{ sprite->height = height > 0 ? height : 0; }
int spriteGetRotateToDirection(Sprite sprite) { return sprite->rotateToDirection; }
void spriteSetRotateToDirection(Sprite sprite, int rotateToDirection) {
if (rotateToDirection) {
sprite->rotateToDirection = TRUE;
sprite->rotation = spriteGetDirection(sprite);
} else {
sprite->rotateToDirection = FALSE;
}
}
double spriteGetRotation(Sprite sprite) { return sprite->rotation; }
void spriteSetRotation(Sprite sprite, double rotation)
{ if (!sprite->rotateToDirection) sprite->rotation = rotation; }
double spriteGetRotationSpeed(Sprite sprite) { return sprite->rotationSpeed; }
void spriteSetRotationSpeed(Sprite sprite, double rotationSpeed)
{ sprite->rotationSpeed = rotationSpeed; }
int spriteGetMirrorX(Sprite sprite) { return sprite->mirrorX; }
void spriteSetMirrorX(Sprite sprite, int mirrorX)
{ sprite->mirrorX = mirrorX < 0 ? -1 : 1; }
int spriteGetMirrorY(Sprite sprite) { return sprite->mirrorY; }
void spriteSetMirrorY(Sprite sprite, int mirrorY)
{ sprite->mirrorY = mirrorY < 0 ? -1 : 1; }
double spriteGetDepth(Sprite sprite) { return sprite->depth; }
void spriteSetDepth(Sprite sprite, double depth)
{ sprite->depth = depth; }
int spriteGetVisible(Sprite sprite) { return sprite->visible; }
void spriteSetVisible(Sprite sprite, int visible)
{ sprite->visible = visible != FALSE; }
int spriteGetDebug(Sprite sprite) { return sprite->debug; }
void spriteSetDebug(Sprite sprite, int debug)
{ sprite->debug = debug != FALSE; }
void heliSpriteCollisionApply(Sprite a, Sprite b, HeliCollisionInfo *info) {
if ( a->massLevel > b->massLevel) {
b->x -= info->dx;
b->y -= info->dy;
b->vx = a->vx - info->vx;
b->vy = a->vy - info->vy;
autoRotate(b);
if (b->wx*b->wx + b->wy*b->wy < info->ax*info->ax + info->ay*info->ay) {
b->wx = info->ax;
b->wy = info->ay;
b->touchFriction = a->friction;
}
} else
if ( b->massLevel > a->massLevel ) {
a->x += info->dx;
a->y += info->dy;
a->vx = b->vx + info->vx;
a->vy = b->vy + info->vy;
autoRotate(a);
if (a->wx*a->wx + a->wy*a->wy < info->ax*info->ax + info->ay*info->ay) {
a->wx = -info->ax;
a->wy = -info->ay;
a->touchFriction = b->friction;
}
} else {
double vxAvg = 0.5*(a->vx + b->vx);
double vyAvg = 0.5*(a->vy + b->vy);
double wx = info->ax;
double wy = info->ay;
double w = wx*wx + wy*wy;
a->x += 0.5*info->dx;
a->y += 0.5*info->dy;
a->vx = vxAvg + 0.5*info->vx;
a->vy = vyAvg + 0.5*info->vy;
autoRotate(a);
if (a->wx*a->wx + a->wy*a->wy < w) {
a->wx = -wx;
a->wy = -wy;
a->touchFriction = b->friction;
}
b->x -= 0.5*info->dx;
b->y -= 0.5*info->dy;
b->vx = vxAvg - 0.5*info->vx;
b->vy = vyAvg - 0.5*info->vy;
autoRotate(b);
if (b->wx*b->wx + b->wy*b->wy < w) {
b->wx = wx;
b->wy = wy;
b->touchFriction = a->friction;
}
}
}
int heliSpriteCollisionCheck(Sprite a, Sprite b, HeliCollisionInfo *info) {
if (a == b) return FALSE;
HeliCollider ca = {}, cb = {};
prepareCollider(a, &ca);
prepareCollider(b, &cb);
memset(info, 0, sizeof(*info));
info->vx = a->vx - b->vx;
info->vy = a->vy - b->vy;
info->ax = a->ax - b->ax;
info->ay = a->ay - b->ay;
return heliCheckCollision(&ca, &cb, info, a->colliderSensitiveDistance + b->colliderSensitiveDistance);
}
int spriteOverlap(Sprite a, Sprite b) {
HeliCollisionInfo info = {};
heliSpriteCollisionCheck(a, b, &info);
return info.actualCollision;
}
int spriteCollide(Sprite a, Sprite b) {
HeliCollisionInfo info = {};
if (heliSpriteCollisionCheck(a, b, &info)) {
heliSpriteCollisionApply(a, b, &info);
return info.actualCollision;
}
return FALSE;
}
double spriteGetBounciness(Sprite sprite)
{ return sprite->collider.bounciness; }
void spriteSetBounciness(Sprite sprite, double bounciness)
{ sprite->collider.bounciness = bounciness > 0 ? bounciness : 0; }
double spriteGetBouncinessThreshold(Sprite sprite)
{ return sprite->collider.bouncinessThreshold; }
void spriteSetBouncinessThreshold(Sprite sprite, double bouncinessThreshold)
{ sprite->collider.bouncinessThreshold = bouncinessThreshold > 0 ? bouncinessThreshold : 0; }
double spriteGetFriction(Sprite sprite)
{ return sprite->friction; }
void spriteSetFriction(Sprite sprite, double friction)
{ sprite->friction = friction > 0 ? friction : 0; }
double spriteGetAirFriction(Sprite sprite)
{ return sprite->airFriction; }
void spriteSetAirFriction(Sprite sprite, double friction)
{ sprite->airFriction = friction > 0 ? friction : 0; }
int spriteGetMassLevel(Sprite sprite)
{ return sprite->massLevel; }
void spriteSetMassLevel(Sprite sprite, int massLevel)
{ sprite->massLevel = massLevel; }
double spriteGetTouchWeight(Sprite sprite)
{ return sqrt(sprite->wx*sprite->wx + sprite->wy*sprite->wy); }
double spriteGetTouchWeightX(Sprite sprite)
{ return sprite->wx; }
double spriteGetTouchWeightY(Sprite sprite)
{ return sprite->wy; }
double spriteGetTouchFriction(Sprite sprite)
{ return sprite->touchFriction; }
void spriteResetTouch(Sprite sprite) {
sprite->wx = 0;
sprite->wy = 0;
sprite->touchFriction = 0;
}
double spriteGetColliderSensitiveDistance(Sprite sprite)
{ return sprite->colliderSensitiveDistance; }
void spriteSetColliderSensitiveDistance(Sprite sprite, double distance)
{ sprite->colliderSensitiveDistance = distance > 10*HELI_PRECISION ? distance : 10*HELI_PRECISION; }
void spriteSetCollider(Sprite sprite, Collider type, double xOffset, double yOffset, double rotationOffset)
{ spriteSetColliderEx(sprite, type, xOffset, yOffset, rotationOffset, -1, -1, -1); }
void spriteSetColliderCircle(Sprite sprite, double xOffset, double yOffset, double radius)
{ spriteSetColliderEx(sprite, COLLIDER_CIRCLE, xOffset, yOffset, 0, 0, 0, radius); }
void spriteSetColliderRectangle(
Sprite sprite, double xOffset, double yOffset, double rotationOffset,
double width, double height, double cornersRadius )
{
spriteSetColliderEx(
sprite, COLLIDER_RECTANGLE,
xOffset, yOffset, rotationOffset,
width, height, cornersRadius);
}
void spriteSetColliderEx(
Sprite sprite, Collider type,
double xOffset, double yOffset, double rotationOffset,
double width, double height, double radius )
{
sprite->collider.type = type;
sprite->collider.x = xOffset;
sprite->collider.y = yOffset;
sprite->collider.rotation = rotationOffset;
if (type == COLLIDER_CIRCLE) {
sprite->collider.width = 0;
sprite->collider.height = 0;
sprite->collider.radius = radius;
} else
if (type == COLLIDER_RECTANGLE) {
sprite->collider.width = width;
sprite->collider.height = height;
sprite->collider.radius = radius;
} else {
sprite->collider.width = 0;
sprite->collider.height = 0;
sprite->collider.radius = 0;
}
}
int spriteIsPointInside(Sprite sprite, double x, double y) {
HeliCollider collider;
prepareCollider(sprite, &collider);
return heliPointCollision(&collider, x, y);
}
Animation spriteGetAnimation(Sprite sprite)
{ return sprite->animation; }
void spriteSetAnimation(Sprite sprite, Animation animation)
{ sprite->animation = animation; }
void spriteSetNoAnimation(Sprite sprite)
{ spriteSetAnimation(sprite, NULL); }
void spriteSetShapeColor(Sprite sprite, unsigned int colorCode)
{ heliColorToDouble(colorCode, sprite->shapeColor); }
void spriteSetTintColor(Sprite sprite, unsigned int colorCode)
{ heliColorToDouble(colorCode, sprite->tintColor); }
void spriteSetSpeedAndDirection(Sprite sprite, double speed, double angle) {
double a = angle*(PI/180);
spriteSetVelocityXY(sprite, cos(a)*speed, sin(a)*speed);
}
double spriteGetSpeed(Sprite sprite)
{ return sqrt(sprite->vx*sprite->vx + sprite->vy*sprite->vy); }
double spriteGetDirection(Sprite sprite) {
return fabs(sprite->vx) > HELI_PRECISION || fabs(sprite->vy) > HELI_PRECISION
? atan2(sprite->vy, sprite->vx)*(180/PI) : 0;
}
void spritePointTo(Sprite sprite, double x, double y)
{ spriteSetRotation( sprite, atan2(y - sprite->y, x - sprite->x)*(180/PI) ); }
double spriteGetScaledWidth(Sprite sprite)
{ return sprite->width * sprite->scale; }
double spriteGetScaledHeight(Sprite sprite)
{ return sprite->height * sprite->scale; }
int spriteGetUserTag(Sprite sprite)
{ return sprite->userTag; }
void spriteSetUserTag(Sprite sprite, int tag)
{ sprite->userTag = tag; }
const char* spriteGetUserText(Sprite sprite)
{ return sprite->userText; }
void spriteSetUserText(Sprite sprite, const char *text) {
if (sprite->userText == text) return;
free(sprite->userText);
sprite->userText = heliStringCopy(text);
}
void* spriteGetUserData(Sprite sprite)
{ return sprite->userData; }
void spriteSetUserData(Sprite sprite, void *data)
{ sprite->userData = data; }
void spriteSetDestroy(Sprite sprite, SpriteCallback destroy)
{ sprite->destroyCallback = destroy; }
int worldGetSpriteCount()
{ return sprites.count; }
Sprite worldGetSprite(int i)
{ return (Sprite)heliArrayGetValue(&sprites, i); }
static void drawSpriteDebug(Sprite s) {
saveState();
translate(s->x, s->y);
rotate(s->rotation);
strokeWidth(0.5);
double hw = 0.5 * s->scale * s->width;
double hh = 0.5 * s->scale * s->height;
noFill();
stroke(colorByRGBA(0, 0, 0, 0.75));
// frame
rect(-hw, -hh, 2*hw, 2*hh);
// center cross
line(-hw/4, 0, hw/4, 0);
line(0, -hh/4, 0, hh/4);
// depth
char buf[1024];
snprintf(buf, sizeof(buf)-1, "%lf", s->depth);
double s1 = hw*0.25;
double s2 = hh*0.5;
double ss = s1 < s2 ? s1 : s2;
textSize(ss);
textAlign(HALIGN_LEFT, VALIGN_BOTTOM);
text(buf, 0.1*ss - hw, hh - 0.1*ss);
restoreState();
}
static void drawSprite(Sprite s) {
double w = 0.5*s->scale*s->width;
double h = 0.5*s->scale*s->height;
if (w < HELI_PRECISION || h < HELI_PRECISION) return;
w *= s->mirrorX;
h *= s->mirrorY;
unsigned int texid = s->animation ? animationGetGLTexId(s->animation) : 0u;
double color[4] = {
(texid ? 1.0 : s->shapeColor[0])*s->tintColor[0],
(texid ? 1.0 : s->shapeColor[1])*s->tintColor[1],
(texid ? 1.0 : s->shapeColor[2])*s->tintColor[2],
(texid ? 1.0 : s->shapeColor[3])*s->tintColor[3] };
if (color[3] < HELI_PRECISION) return;
saveState();
translate(s->x, s->y);
rotate(s->rotation);
noStroke();
fill(colorByRGBA(color[0], color[1], color[2], color[3]));
rectTextured(s->animation, -w, -h, 2*w, 2*h);
restoreState();
}
void heliSpriteSort(HeliArray *sprites) {
int found = TRUE;
while(found) {
found = FALSE;
// forward
for(int i = 1; i < sprites->count; ++i) {
if ( ((Sprite)sprites->items[i-1].value)->depth
< ((Sprite)sprites->items[i ].value)->depth )
{
void *x = sprites->items[i].value;
sprites->items[i].value = sprites->items[i-1].value;
sprites->items[i-1].value = x;
found = TRUE;
}
}
if (!found) break;
// backward
found = FALSE;
for(int i = sprites->count - 1; i > 0; --i) {
if ( ((Sprite)sprites->items[i-1].value)->depth
< ((Sprite)sprites->items[i ].value)->depth )
{
void *x = sprites->items[i].value;
sprites->items[i].value = sprites->items[i-1].value;
sprites->items[i-1].value = x;
found = TRUE;
}
}
}
}
void drawSprites() {
// sort
heliSpriteSort(&spritesSorted);
// draw
for(int i = 0; i < spritesSorted.count; ++i) {
Sprite s = (Sprite)(spritesSorted.items[i].value);
if (s->visible) drawSprite(s);
}
// draw debug marks
for(int i = 0; i < spritesSorted.count; ++i) {
Sprite s = (Sprite)(spritesSorted.items[i].value);
if (s->debug) drawSpriteDebug(s);
}
}
void heliSpriteUpdate(double dt) {
// auto-remove
for(int i = sprites.count - 1; i > 0; --i) {
Sprite s = (Sprite)sprites.items[i].value;
if (s->lifeTime >= -HELI_PRECISION) {
s->lifeTime -= dt;
if (s->lifeTime <= HELI_PRECISION)
spriteDestroy(s);
}
}
// update
for(int i = 0; i < sprites.count; ++i) {
Sprite s = (Sprite)sprites.items[i].value;
double vx = s->vx + s->ax*dt;
double vy = s->vy + s->ay*dt;
double weight = spriteGetTouchWeight(s);
double dvf = fabs(weight*s->friction*s->touchFriction)*dt;
if (dvf > HELI_PRECISION) {
double nx = s->wx/weight;
double ny = s->wy/weight;
double vb = nx*vx + ny*vy;
double vs = ny*vx - nx*vy;
if (vs > dvf + HELI_PRECISION) vs -= dvf; else
if (vs < -dvf - HELI_PRECISION) vs += dvf; else vs = 0;
vx = nx*vb + ny*vs;
vy = ny*vb - nx*vs;
}
double dvaf = fabs(s->airFriction)*dt;
if (dvaf > HELI_PRECISION) {
double v = sqrt(vx*vx + vy*vy), vn = v;
if (v > dvaf + HELI_PRECISION) vn -= dvaf; else
if (v < -dvaf - HELI_PRECISION) vn += dvaf; else vn = 0;
double k = vn > HELI_PRECISION ? vn/v : 0;
vx *= k;
vy *= k;
}
s->vx = vx;
s->vy = vy;
autoRotate(s);
spriteResetTouch(s);
s->x += s->vx*dt;
s->y += s->vy*dt;
if (!s->rotateToDirection)
s->rotation += s->rotationSpeed*dt;
}
}
HeliArray* heliSpriteGetGroups(Sprite sprite)
{ return &sprite->groups; }
void heliSpriteFinish() {
while(worldGetSpriteCount())
{ spriteDestroy(worldGetSprite(0)); }
heliArrayDestroy(&sprites);
heliArrayDestroy(&spritesSorted);
}