share/image.o \
share/solid.o \
share/solid_gl.o \
+ share/solid_phys.o \
share/part.o \
share/back.o \
share/geom.o \
share/image.o \
share/solid.o \
share/solid_gl.o \
+ share/solid_phys.o \
share/part.o \
share/geom.o \
share/ball.o \
#include "image.h"
#include "audio.h"
#include "solid_gl.h"
+#include "solid_phys.h"
#include "config.h"
#include "binary.h"
#include "image.h"
#include "audio.h"
#include "solid_gl.h"
+#include "solid_phys.h"
#include "config.h"
/*---------------------------------------------------------------------------*/
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
-#include <math.h>
-#include "glext.h"
-#include "vec3.h"
-#include "geom.h" /* Only for height constants! */
-#include "base_image.h"
#include "solid.h"
#include "base_config.h"
#include "binary.h"
#define MAGIC 0x4c4f53af
#define SOL_VERSION 6
-#define LARGE 1.0e+5f
-#define SMALL 1.0e-3f
-
-/*---------------------------------------------------------------------------*/
-
-static float erp(float t)
-{
- return 3.0f * t * t - 2.0f * t * t * t;
-}
-
-static float derp(float t)
-{
- return 6.0f * t - 6.0f * t * t;
-}
-
-static void sol_body_v(float v[3],
- const struct s_file *fp,
- const struct s_body *bp)
-{
- if (bp->pi >= 0 && fp->pv[bp->pi].f)
- {
- const struct s_path *pp = fp->pv + bp->pi;
- const struct s_path *pq = fp->pv + pp->pi;
-
- v_sub(v, pq->p, pp->p);
- v_scl(v, v, 1.0f / pp->t);
-
- if (pp->s)
- v_scl(v, v, derp(bp->t / pp->t));
- }
- else
- {
- v[0] = 0.0f;
- v[1] = 0.0f;
- v[2] = 0.0f;
- }
-}
-
-void sol_body_p(float p[3],
- const struct s_file *fp,
- const struct s_body *bp)
-{
- float v[3];
-
- if (bp->pi >= 0)
- {
- const struct s_path *pp = fp->pv + bp->pi;
- const struct s_path *pq = fp->pv + pp->pi;
-
- if (pp->s)
- {
- v_sub(v, pq->p, pp->p);
- v_mad(p, pp->p, v, erp(bp->t / pp->t));
- }
- else
- {
- v_sub(v, pq->p, pp->p);
- v_mad(p, pp->p, v, bp->t / pp->t);
- }
- }
- else
- {
- p[0] = 0.0f;
- p[1] = 0.0f;
- p[2] = 0.0f;
- }
-}
-
/*---------------------------------------------------------------------------*/
static void sol_load_mtrl(FILE *fin, struct s_mtrl *mp)
}
/*---------------------------------------------------------------------------*/
-/* Solves (p + v * t) . (p + v * t) == r * r for smallest t. */
-
-static float v_sol(const float p[3], const float v[3], float r)
-{
- float a = v_dot(v, v);
- float b = v_dot(v, p) * 2.0f;
- float c = v_dot(p, p) - r * r;
- float d = b * b - 4.0f * a * c;
-
-/* HACK: This seems to cause failures to detect low-velocity collision
- Yet, the potential division by zero below seems fine.
- if (fabsf(a) < SMALL) return LARGE;
-*/
-
- if (d < 0.0f) return LARGE;
- else if (d > 0.0f)
- {
- float t0 = 0.5f * (-b - fsqrtf(d)) / a;
- float t1 = 0.5f * (-b + fsqrtf(d)) / a;
- float t = (t0 < t1) ? t0 : t1;
-
- return (t < 0.0f) ? LARGE : t;
- }
- else return -b * 0.5f / a;
-}
-
-/*---------------------------------------------------------------------------*/
-
-/*
- * Compute the earliest time and position of the intersection of a
- * sphere and a vertex.
- *
- * The sphere has radius R and moves along vector V from point P. The
- * vertex moves along vector W from point Q in a coordinate system
- * based at O.
- */
-static float v_vert(float Q[3],
- const float o[3],
- const float q[3],
- const float w[3],
- const float p[3],
- const float v[3], float r)
-{
- float O[3], P[3], V[3];
- float t = LARGE;
-
- v_add(O, o, q);
- v_sub(P, p, O);
- v_sub(V, v, w);
-
- if (v_dot(P, V) < 0.0f)
- {
- t = v_sol(P, V, r);
-
- if (t < LARGE)
- v_mad(Q, O, w, t);
- }
- return t;
-}
-
-/*
- * Compute the earliest time and position of the intersection of a
- * sphere and an edge.
- *
- * The sphere has radius R and moves along vector V from point P. The
- * edge moves along vector W from point Q in a coordinate system based
- * at O. The edge extends along the length of vector U.
- */
-static float v_edge(float Q[3],
- const float o[3],
- const float q[3],
- const float u[3],
- const float w[3],
- const float p[3],
- const float v[3], float r)
-{
- float d[3], e[3];
- float P[3], V[3];
- float du, eu, uu, s, t;
-
- v_sub(d, p, o);
- v_sub(d, d, q);
- v_sub(e, v, w);
-
- du = v_dot(d, u);
- eu = v_dot(e, u);
- uu = v_dot(u, u);
-
- v_mad(P, d, u, -du / uu);
- v_mad(V, e, u, -eu / uu);
-
- t = v_sol(P, V, r);
- s = (du + eu * t) / uu;
-
- if (0.0f <= t && t < LARGE && 0.0f < s && s < 1.0f)
- {
- v_mad(d, o, w, t);
- v_mad(e, q, u, s);
- v_add(Q, e, d);
- }
- else
- t = LARGE;
-
- return t;
-}
-
-/*
- * Compute the earliest time and position of the intersection of a
- * sphere and a plane.
- *
- * The sphere has radius R and moves along vector V from point P. The
- * plane moves along vector W. The plane has normal N and is
- * positioned at distance D from the origin O along that normal.
- */
-static float v_side(float Q[3],
- const float o[3],
- const float w[3],
- const float n[3], float d,
- const float p[3],
- const float v[3], float r)
-{
- float vn = v_dot(v, n);
- float wn = v_dot(w, n);
- float t = LARGE;
-
- if (vn - wn <= 0.0f)
- {
- float on = v_dot(o, n);
- float pn = v_dot(p, n);
-
- float u = (r + d + on - pn) / (vn - wn);
- float a = ( d + on - pn) / (vn - wn);
-
- if (0.0f <= u)
- {
- t = u;
-
- v_mad(Q, p, v, +t);
- v_mad(Q, Q, n, -r);
- }
- else if (0.0f <= a)
- {
- t = 0;
-
- v_mad(Q, p, v, +t);
- v_mad(Q, Q, n, -r);
- }
- }
- return t;
-}
-
-/*---------------------------------------------------------------------------*/
-
-/*
- * Integrate the rotation of the given basis E under angular velocity W
- * through time DT.
- */
-static void sol_rotate(float e[3][3], const float w[3], float dt)
-{
- if (v_len(w) > 0.0f)
- {
- float a[3], M[16], f[3][3];
-
- /* Compute the rotation matrix. */
-
- v_nrm(a, w);
- m_rot(M, a, v_len(w) * dt);
-
- /* Apply it to the basis. */
-
- m_vxfm(f[0], M, e[0]);
- m_vxfm(f[1], M, e[1]);
- m_vxfm(f[2], M, e[2]);
-
- /* Re-orthonormalize the basis. */
-
- v_crs(e[2], f[0], f[1]);
- v_crs(e[1], f[2], f[0]);
- v_crs(e[0], f[1], f[2]);
-
- v_nrm(e[0], e[0]);
- v_nrm(e[1], e[1]);
- v_nrm(e[2], e[2]);
- }
-}
-
-/*
- * Compute the new linear and angular velocities of a bouncing ball.
- * Q gives the position of the point of impact and W gives the
- * velocity of the object being impacted.
- */
-static float sol_bounce(struct s_ball *up,
- const float q[3],
- const float w[3], float dt)
-{
- float n[3], r[3], d[3], vn, wn;
- float *p = up->p;
- float *v = up->v;
-
- /* Find the normal of the impact. */
-
- v_sub(r, p, q);
- v_sub(d, v, w);
- v_nrm(n, r);
-
- /* Find the new angular velocity. */
-
- v_crs(up->w, d, r);
- v_scl(up->w, up->w, -1.0f / (up->r * up->r));
-
- /* Find the new linear velocity. */
-
- vn = v_dot(v, n);
- wn = v_dot(w, n);
-
- v_mad(v, v, n, 1.7 * (wn - vn));
-
- v_mad(p, q, n, up->r);
-
- /* Return the "energy" of the impact, to determine the sound amplitude. */
-
- return fabsf(v_dot(n, d));
-}
-
-/*
- * Compute the new angular velocity and orientation of a ball pendulum.
- * A gives the accelleration of the ball. G gives the gravity vector.
- */
-static void sol_pendulum(struct s_ball *up,
- const float a[3],
- const float g[3], float dt)
-{
- float v[3], A[3], F[3], r[3], Y[3], T[3] = { 0.0f, 0.0f, 0.0f };
-
- const float m = 5.000f;
- const float ka = 0.500f;
- const float kd = 0.995f;
-
- /* Find the total force over DT. */
-
- v_scl(A, a, ka);
- v_mad(A, A, g, -dt);
-
- /* Find the force. */
-
- v_scl(F, A, m / dt);
-
- /* Find the position of the pendulum. */
-
- v_scl(r, up->E[1], -up->r);
-
- /* Find the torque on the pendulum. */
-
- if (fabsf(v_dot(r, F)) > 0.0f)
- v_crs(T, F, r);
-
- /* Apply the torque and dampen the angular velocity. */
-
- v_mad(up->W, up->W, T, dt);
- v_scl(up->W, up->W, kd);
-
- /* Apply the angular velocity to the pendulum basis. */
-
- sol_rotate(up->E, up->W, dt);
-
- /* Apply a torque turning the pendulum toward the ball velocity. */
-
- v_mad(v, up->v, up->E[1], v_dot(up->v, up->E[1]));
- v_crs(Y, v, up->E[2]);
- v_scl(Y, up->E[1], 2 * v_dot(Y, up->E[1]));
-
- sol_rotate(up->E, Y, dt);
-}
-
-/*---------------------------------------------------------------------------*/
-
-/*
- * Compute the states of all switches after DT seconds have passed.
- */
-static void sol_swch_step(struct s_file *fp, float dt)
-{
- int xi;
-
- for (xi = 0; xi < fp->xc; xi++)
- {
- struct s_swch *xp = fp->xv + xi;
-
- if (xp->t > 0)
- {
- xp->t -= dt;
-
- if (xp->t <= 0)
- {
- int pi = xp->pi;
- int pj = xp->pi;
-
- do /* Tortoise and hare cycle traverser. */
- {
- fp->pv[pi].f = xp->f0;
- fp->pv[pj].f = xp->f0;
-
- pi = fp->pv[pi].pi;
- pj = fp->pv[pj].pi;
- pj = fp->pv[pj].pi;
- }
- while (pi != pj);
-
- xp->f = xp->f0;
- }
- }
- }
-}
-
-/*
- * Compute the positions of all bodies after DT seconds have passed.
- */
-static void sol_body_step(struct s_file *fp, float dt)
-{
- int i;
-
- for (i = 0; i < fp->bc; i++)
- {
- struct s_body *bp = fp->bv + i;
- struct s_path *pp = fp->pv + bp->pi;
-
- if (bp->pi >= 0 && pp->f)
- {
- bp->t += dt;
-
- if (bp->t >= pp->t)
- {
- bp->t = 0;
- bp->pi = pp->pi;
- }
- }
- }
-}
-
-/*
- * Compute the positions of all balls after DT seconds have passed.
- */
-static void sol_ball_step(struct s_file *fp, float dt)
-{
- int i;
-
- for (i = 0; i < fp->uc; i++)
- {
- struct s_ball *up = fp->uv + i;
-
- v_mad(up->p, up->p, up->v, dt);
-
- sol_rotate(up->e, up->w, dt);
- }
-}
-
-/*---------------------------------------------------------------------------*/
-
-static float sol_test_vert(float dt,
- float T[3],
- const struct s_ball *up,
- const struct s_vert *vp,
- const float o[3],
- const float w[3])
-{
- return v_vert(T, o, vp->p, w, up->p, up->v, up->r);
-}
-
-static float sol_test_edge(float dt,
- float T[3],
- const struct s_ball *up,
- const struct s_file *fp,
- const struct s_edge *ep,
- const float o[3],
- const float w[3])
-{
- float q[3];
- float u[3];
-
- v_cpy(q, fp->vv[ep->vi].p);
- v_sub(u, fp->vv[ep->vj].p,
- fp->vv[ep->vi].p);
-
- return v_edge(T, o, q, u, w, up->p, up->v, up->r);
-}
-
-static float sol_test_side(float dt,
- float T[3],
- const struct s_ball *up,
- const struct s_file *fp,
- const struct s_lump *lp,
- const struct s_side *sp,
- const float o[3],
- const float w[3])
-{
- float t = v_side(T, o, w, sp->n, sp->d, up->p, up->v, up->r);
- int i;
-
- if (t < dt)
- for (i = 0; i < lp->sc; i++)
- {
- const struct s_side *sq = fp->sv + fp->iv[lp->s0 + i];
-
- if (sp != sq &&
- v_dot(T, sq->n) -
- v_dot(o, sq->n) -
- v_dot(w, sq->n) * t > sq->d)
- return LARGE;
- }
- return t;
-}
-
-/*---------------------------------------------------------------------------*/
-
-static int sol_test_fore(float dt,
- const struct s_ball *up,
- const struct s_side *sp,
- const float o[3],
- const float w[3])
-{
- float q[3];
-
- /* If the ball is not behind the plane, the test passes. */
-
- v_sub(q, up->p, o);
-
- if (v_dot(q, sp->n) - sp->d + up->r >= 0)
- return 1;
-
- /* If it's not behind the plane after DT seconds, the test passes. */
-
- v_mad(q, q, up->v, dt);
-
- if (v_dot(q, sp->n) - sp->d + up->r >= 0)
- return 1;
-
- /* Else, test fails. */
-
- return 0;
-}
-
-static int sol_test_back(float dt,
- const struct s_ball *up,
- const struct s_side *sp,
- const float o[3],
- const float w[3])
-{
- float q[3];
-
- /* If the ball is not in front of the plane, the test passes. */
-
- v_sub(q, up->p, o);
-
- if (v_dot(q, sp->n) - sp->d - up->r <= 0)
- return 1;
-
- /* If it's not in front of the plane after DT seconds, the test passes. */
-
- v_mad(q, q, up->v, dt);
-
- if (v_dot(q, sp->n) - sp->d - up->r <= 0)
- return 1;
-
- /* Else, test fails. */
-
- return 0;
-}
-
-/*---------------------------------------------------------------------------*/
-
-static float sol_test_lump(float dt,
- float T[3],
- const struct s_ball *up,
- const struct s_file *fp,
- const struct s_lump *lp,
- const float o[3],
- const float w[3])
-{
- float U[3] = { 0.0f, 0.0f, 0.0f };
- float u, t = dt;
- int i;
-
- /* Short circuit a non-solid lump. */
-
- if (lp->fl & L_DETAIL) return t;
-
- /* Test all verts */
-
- if (up->r > 0.0f)
- for (i = 0; i < lp->vc; i++)
- {
- const struct s_vert *vp = fp->vv + fp->iv[lp->v0 + i];
-
- if ((u = sol_test_vert(t, U, up, vp, o, w)) < t)
- {
- v_cpy(T, U);
- t = u;
- }
- }
-
- /* Test all edges */
-
- if (up->r > 0.0f)
- for (i = 0; i < lp->ec; i++)
- {
- const struct s_edge *ep = fp->ev + fp->iv[lp->e0 + i];
-
- if ((u = sol_test_edge(t, U, up, fp, ep, o, w)) < t)
- {
- v_cpy(T, U);
- t = u;
- }
- }
-
- /* Test all sides */
-
- for (i = 0; i < lp->sc; i++)
- {
- const struct s_side *sp = fp->sv + fp->iv[lp->s0 + i];
-
- if ((u = sol_test_side(t, U, up, fp, lp, sp, o, w)) < t)
- {
- v_cpy(T, U);
- t = u;
- }
- }
- return t;
-}
-
-static float sol_test_node(float dt,
- float T[3],
- const struct s_ball *up,
- const struct s_file *fp,
- const struct s_node *np,
- const float o[3],
- const float w[3])
-{
- float U[3], u, t = dt;
- int i;
-
- /* Test all lumps */
-
- for (i = 0; i < np->lc; i++)
- {
- const struct s_lump *lp = fp->lv + np->l0 + i;
-
- if ((u = sol_test_lump(t, U, up, fp, lp, o, w)) < t)
- {
- v_cpy(T, U);
- t = u;
- }
- }
-
- /* Test in front of this node */
-
- if (np->ni >= 0 && sol_test_fore(t, up, fp->sv + np->si, o, w))
- {
- const struct s_node *nq = fp->nv + np->ni;
-
- if ((u = sol_test_node(t, U, up, fp, nq, o, w)) < t)
- {
- v_cpy(T, U);
- t = u;
- }
- }
-
- /* Test behind this node */
-
- if (np->nj >= 0 && sol_test_back(t, up, fp->sv + np->si, o, w))
- {
- const struct s_node *nq = fp->nv + np->nj;
-
- if ((u = sol_test_node(t, U, up, fp, nq, o, w)) < t)
- {
- v_cpy(T, U);
- t = u;
- }
- }
-
- return t;
-}
-
-static float sol_test_body(float dt,
- float T[3], float V[3],
- const struct s_ball *up,
- const struct s_file *fp,
- const struct s_body *bp)
-{
- float U[3], O[3], W[3], u, t = dt;
-
- const struct s_node *np = fp->nv + bp->ni;
-
- sol_body_p(O, fp, bp);
- sol_body_v(W, fp, bp);
-
- if ((u = sol_test_node(t, U, up, fp, np, O, W)) < t)
- {
- v_cpy(T, U);
- v_cpy(V, W);
- t = u;
- }
- return t;
-}
-
-static float sol_test_file(float dt,
- float T[3], float V[3],
- const struct s_ball *up,
- const struct s_file *fp)
-{
- float U[3], W[3], u, t = dt;
- int i;
-
- for (i = 0; i < fp->bc; i++)
- {
- const struct s_body *bp = fp->bv + i;
-
- if ((u = sol_test_body(t, U, W, up, fp, bp)) < t)
- {
- v_cpy(T, U);
- v_cpy(V, W);
- t = u;
- }
- }
- return t;
-}
-
-/*---------------------------------------------------------------------------*/
-
-/*
- * Step the physics forward DT seconds under the influence of gravity
- * vector G. If the ball gets pinched between two moving solids, this
- * loop might not terminate. It is better to do something physically
- * impossible than to lock up the game. So, if we make more than C
- * iterations, punt it.
- */
-
-float sol_step(struct s_file *fp, const float *g, float dt, int ui, int *m)
-{
- float P[3], V[3], v[3], r[3], a[3], d, e, nt, b = 0.0f, tt = dt;
- int c = 16;
-
- if (ui < fp->uc)
- {
- struct s_ball *up = fp->uv + ui;
-
- /* If the ball is in contact with a surface, apply friction. */
-
- v_cpy(a, up->v);
- v_cpy(v, up->v);
- v_cpy(up->v, g);
-
- if (m && sol_test_file(tt, P, V, up, fp) < 0.0005f)
- {
- v_cpy(up->v, v);
- v_sub(r, P, up->p);
-
- if ((d = v_dot(r, g) / (v_len(r) * v_len(g))) > 0.999f)
- {
- if ((e = (v_len(up->v) - dt)) > 0.0f)
- {
- /* Scale the linear velocity. */
-
- v_nrm(up->v, up->v);
- v_scl(up->v, up->v, e);
-
- /* Scale the angular velocity. */
-
- v_sub(v, V, up->v);
- v_crs(up->w, v, r);
- v_scl(up->w, up->w, -1.0f / (up->r * up->r));
- }
- else
- {
- /* Friction has brought the ball to a stop. */
-
- up->v[0] = 0.0f;
- up->v[1] = 0.0f;
- up->v[2] = 0.0f;
-
- (*m)++;
- }
- }
- else v_mad(up->v, v, g, tt);
- }
- else v_mad(up->v, v, g, tt);
-
- /* Test for collision. */
-
- while (c > 0 && tt > 0 && tt > (nt = sol_test_file(tt, P, V, up, fp)))
- {
- sol_body_step(fp, nt);
- sol_swch_step(fp, nt);
- sol_ball_step(fp, nt);
-
- tt -= nt;
-
- if (b < (d = sol_bounce(up, P, V, nt)))
- b = d;
-
- c--;
- }
-
- sol_body_step(fp, tt);
- sol_swch_step(fp, tt);
- sol_ball_step(fp, tt);
-
- /* Apply the ball's accelleration to the pendulum. */
-
- v_sub(a, up->v, a);
-
- sol_pendulum(up, a, g, dt);
- }
- return b;
-}
-
-/*---------------------------------------------------------------------------*/
-
-struct s_item *sol_item_test(struct s_file *fp, float *p, float item_r)
-{
- const float *ball_p = fp->uv->p;
- const float ball_r = fp->uv->r;
-
- int hi;
-
- for (hi = 0; hi < fp->hc; hi++)
- {
- float r[3];
-
- r[0] = ball_p[0] - fp->hv[hi].p[0];
- r[1] = ball_p[1] - fp->hv[hi].p[1];
- r[2] = ball_p[2] - fp->hv[hi].p[2];
-
- if (fp->hv[hi].t != ITEM_NONE && v_len(r) < ball_r + item_r)
- {
- p[0] = fp->hv[hi].p[0];
- p[1] = fp->hv[hi].p[1];
- p[2] = fp->hv[hi].p[2];
-
- return &fp->hv[hi];
- }
- }
- return NULL;
-}
-
-struct s_goal *sol_goal_test(struct s_file *fp, float *p, int ui)
-{
- const float *ball_p = fp->uv[ui].p;
- const float ball_r = fp->uv[ui].r;
- int zi;
-
- for (zi = 0; zi < fp->zc; zi++)
- {
- float r[3];
-
- r[0] = ball_p[0] - fp->zv[zi].p[0];
- r[1] = ball_p[2] - fp->zv[zi].p[2];
- r[2] = 0;
-
- if (v_len(r) < fp->zv[zi].r - ball_r &&
- ball_p[1] > fp->zv[zi].p[1] &&
- ball_p[1] < fp->zv[zi].p[1] + GOAL_HEIGHT / 2)
- {
- p[0] = fp->zv[zi].p[0];
- p[1] = fp->zv[zi].p[1];
- p[2] = fp->zv[zi].p[2];
-
- return &fp->zv[zi];
- }
- }
- return NULL;
-}
-
-/*
- * Test if the ball UI is inside a jump. Return 1 if yes and fill P
- * with the destination position, return 0 if not, and return 2 if the
- * ball is on the border of a jump.
- */
-int sol_jump_test(struct s_file *fp, float *p, int ui)
-{
- const float *ball_p = fp->uv[ui].p;
- const float ball_r = fp->uv[ui].r;
- int ji;
- float l;
- int res = 0;
-
- for (ji = 0; ji < fp->jc; ji++)
- {
- float r[3];
-
- r[0] = ball_p[0] - fp->jv[ji].p[0];
- r[1] = ball_p[2] - fp->jv[ji].p[2];
- r[2] = 0;
-
- l = v_len(r) - fp->jv[ji].r;
- if (l < 0 &&
- ball_p[1] > fp->jv[ji].p[1] &&
- ball_p[1] < fp->jv[ji].p[1] + JUMP_HEIGHT / 2)
- {
- if (l < - ball_r )
- {
- p[0] = fp->jv[ji].q[0] + (ball_p[0] - fp->jv[ji].p[0]);
- p[1] = fp->jv[ji].q[1] + (ball_p[1] - fp->jv[ji].p[1]);
- p[2] = fp->jv[ji].q[2] + (ball_p[2] - fp->jv[ji].p[2]);
-
- return 1;
- }
- else
- res = 2;
- }
- }
- return res;
-}
-
-/*
- * Test and process the event the ball UI enters a switch. Return 1 if
- * a visible switch is activated, return 0 otherwise (no switch is
- * activated or only invisible switches).
- */
-int sol_swch_test(struct s_file *fp, int ui)
-{
- const float *ball_p = fp->uv[ui].p;
- const float ball_r = fp->uv[ui].r;
- int xi;
- int res = 0;
-
- for (xi = 0; xi < fp->xc; xi++)
- {
- struct s_swch *xp = fp->xv + xi;
-
- if (xp->t0 == 0 || xp->f == xp->f0)
- {
- float l;
- float r[3];
-
- r[0] = ball_p[0] - xp->p[0];
- r[1] = ball_p[2] - xp->p[2];
- r[2] = 0;
-
- l = v_len(r) - xp->r;
-
- if (l < ball_r &&
- ball_p[1] > xp->p[1] &&
- ball_p[1] < xp->p[1] + SWCH_HEIGHT / 2)
- {
- if (!xp->e && l < - ball_r)
- {
- int pi = xp->pi;
- int pj = xp->pi;
-
- /* The ball enters. */
-
- if (xp->t0 == 0)
- xp->e = 1;
-
- /* Toggle the state, update the path. */
-
- xp->f = xp->f ? 0 : 1;
-
- do /* Tortoise and hare cycle traverser. */
- {
- fp->pv[pi].f = xp->f;
- fp->pv[pj].f = xp->f;
-
- pi = fp->pv[pi].pi;
- pj = fp->pv[pj].pi;
- pj = fp->pv[pj].pi;
- }
- while (pi != pj);
-
- /* It toggled to non-default state, start the timer. */
-
- if (xp->f != xp->f0)
- xp->t = xp->t0;
-
- /* If visible, set the result. */
-
- if (!xp->i)
- res = 1;
- }
- }
-
- /* The ball exits. */
-
- else if (xp->e)
- xp->e = 0;
- }
- }
- return res;
-}
-
-/*---------------------------------------------------------------------------*/
/*---------------------------------------------------------------------------*/
-void sol_body_p(float p[3], const struct s_file *, const struct s_body *);
-
-/*---------------------------------------------------------------------------*/
-
int sol_load_only_file(struct s_file *, const char *);
int sol_load_only_head(struct s_file *, const char *);
int sol_stor(struct s_file *, const char *);
void sol_free(struct s_file *);
-float sol_step(struct s_file *, const float *, float, int, int *);
-
-int sol_jump_test(struct s_file *, float *, int);
-int sol_swch_test(struct s_file *, int);
-
-struct s_goal *sol_goal_test(struct s_file *, float *, int);
-struct s_item *sol_item_test(struct s_file *, float *, float);
-
/*---------------------------------------------------------------------------*/
#endif
#include "image.h"
#include "base_image.h"
#include "solid_gl.h"
+#include "solid_phys.h"
#include "base_config.h"
#include "lang.h"
--- /dev/null
+/*
+ * Copyright (C) 2003 Robert Kooima
+ *
+ * NEVERBALL is free software; you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published
+ * by the Free Software Foundation; either version 2 of the License,
+ * or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful, but
+ * WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * General Public License for more details.
+ */
+
+#include <math.h>
+
+#include "vec3.h"
+#include "geom.h" /* Only for height constants! */
+#include "solid.h"
+#include "solid_phys.h"
+
+#define LARGE 1.0e+5f
+#define SMALL 1.0e-3f
+
+/*---------------------------------------------------------------------------*/
+
+static float erp(float t)
+{
+ return 3.0f * t * t - 2.0f * t * t * t;
+}
+
+static float derp(float t)
+{
+ return 6.0f * t - 6.0f * t * t;
+}
+
+static void sol_body_v(float v[3],
+ const struct s_file *fp,
+ const struct s_body *bp)
+{
+ if (bp->pi >= 0 && fp->pv[bp->pi].f)
+ {
+ const struct s_path *pp = fp->pv + bp->pi;
+ const struct s_path *pq = fp->pv + pp->pi;
+
+ v_sub(v, pq->p, pp->p);
+ v_scl(v, v, 1.0f / pp->t);
+
+ if (pp->s)
+ v_scl(v, v, derp(bp->t / pp->t));
+ }
+ else
+ {
+ v[0] = 0.0f;
+ v[1] = 0.0f;
+ v[2] = 0.0f;
+ }
+}
+
+void sol_body_p(float p[3],
+ const struct s_file *fp,
+ const struct s_body *bp)
+{
+ float v[3];
+
+ if (bp->pi >= 0)
+ {
+ const struct s_path *pp = fp->pv + bp->pi;
+ const struct s_path *pq = fp->pv + pp->pi;
+
+ if (pp->s)
+ {
+ v_sub(v, pq->p, pp->p);
+ v_mad(p, pp->p, v, erp(bp->t / pp->t));
+ }
+ else
+ {
+ v_sub(v, pq->p, pp->p);
+ v_mad(p, pp->p, v, bp->t / pp->t);
+ }
+ }
+ else
+ {
+ p[0] = 0.0f;
+ p[1] = 0.0f;
+ p[2] = 0.0f;
+ }
+}
+
+/*---------------------------------------------------------------------------*/
+
+static float v_sol(const float p[3], const float v[3], float r)
+{
+ float a = v_dot(v, v);
+ float b = v_dot(v, p) * 2.0f;
+ float c = v_dot(p, p) - r * r;
+ float d = b * b - 4.0f * a * c;
+
+/* HACK: This seems to cause failures to detect low-velocity collision
+ Yet, the potential division by zero below seems fine.
+ if (fabsf(a) < SMALL) return LARGE;
+*/
+
+ if (d < 0.0f) return LARGE;
+ else if (d > 0.0f)
+ {
+ float t0 = 0.5f * (-b - fsqrtf(d)) / a;
+ float t1 = 0.5f * (-b + fsqrtf(d)) / a;
+ float t = (t0 < t1) ? t0 : t1;
+
+ return (t < 0.0f) ? LARGE : t;
+ }
+ else return -b * 0.5f / a;
+}
+
+/*---------------------------------------------------------------------------*/
+
+/*
+ * Compute the earliest time and position of the intersection of a
+ * sphere and a vertex.
+ *
+ * The sphere has radius R and moves along vector V from point P. The
+ * vertex moves along vector W from point Q in a coordinate system
+ * based at O.
+ */
+static float v_vert(float Q[3],
+ const float o[3],
+ const float q[3],
+ const float w[3],
+ const float p[3],
+ const float v[3], float r)
+{
+ float O[3], P[3], V[3];
+ float t = LARGE;
+
+ v_add(O, o, q);
+ v_sub(P, p, O);
+ v_sub(V, v, w);
+
+ if (v_dot(P, V) < 0.0f)
+ {
+ t = v_sol(P, V, r);
+
+ if (t < LARGE)
+ v_mad(Q, O, w, t);
+ }
+ return t;
+}
+
+/*
+ * Compute the earliest time and position of the intersection of a
+ * sphere and an edge.
+ *
+ * The sphere has radius R and moves along vector V from point P. The
+ * edge moves along vector W from point Q in a coordinate system based
+ * at O. The edge extends along the length of vector U.
+ */
+static float v_edge(float Q[3],
+ const float o[3],
+ const float q[3],
+ const float u[3],
+ const float w[3],
+ const float p[3],
+ const float v[3], float r)
+{
+ float d[3], e[3];
+ float P[3], V[3];
+ float du, eu, uu, s, t;
+
+ v_sub(d, p, o);
+ v_sub(d, d, q);
+ v_sub(e, v, w);
+
+ du = v_dot(d, u);
+ eu = v_dot(e, u);
+ uu = v_dot(u, u);
+
+ v_mad(P, d, u, -du / uu);
+ v_mad(V, e, u, -eu / uu);
+
+ t = v_sol(P, V, r);
+ s = (du + eu * t) / uu;
+
+ if (0.0f <= t && t < LARGE && 0.0f < s && s < 1.0f)
+ {
+ v_mad(d, o, w, t);
+ v_mad(e, q, u, s);
+ v_add(Q, e, d);
+ }
+ else
+ t = LARGE;
+
+ return t;
+}
+
+/*
+ * Compute the earliest time and position of the intersection of a
+ * sphere and a plane.
+ *
+ * The sphere has radius R and moves along vector V from point P. The
+ * plane moves along vector W. The plane has normal N and is
+ * positioned at distance D from the origin O along that normal.
+ */
+static float v_side(float Q[3],
+ const float o[3],
+ const float w[3],
+ const float n[3], float d,
+ const float p[3],
+ const float v[3], float r)
+{
+ float vn = v_dot(v, n);
+ float wn = v_dot(w, n);
+ float t = LARGE;
+
+ if (vn - wn <= 0.0f)
+ {
+ float on = v_dot(o, n);
+ float pn = v_dot(p, n);
+
+ float u = (r + d + on - pn) / (vn - wn);
+ float a = ( d + on - pn) / (vn - wn);
+
+ if (0.0f <= u)
+ {
+ t = u;
+
+ v_mad(Q, p, v, +t);
+ v_mad(Q, Q, n, -r);
+ }
+ else if (0.0f <= a)
+ {
+ t = 0;
+
+ v_mad(Q, p, v, +t);
+ v_mad(Q, Q, n, -r);
+ }
+ }
+ return t;
+}
+
+/*---------------------------------------------------------------------------*/
+
+/*
+ * Integrate the rotation of the given basis E under angular velocity W
+ * through time DT.
+ */
+static void sol_rotate(float e[3][3], const float w[3], float dt)
+{
+ if (v_len(w) > 0.0f)
+ {
+ float a[3], M[16], f[3][3];
+
+ /* Compute the rotation matrix. */
+
+ v_nrm(a, w);
+ m_rot(M, a, v_len(w) * dt);
+
+ /* Apply it to the basis. */
+
+ m_vxfm(f[0], M, e[0]);
+ m_vxfm(f[1], M, e[1]);
+ m_vxfm(f[2], M, e[2]);
+
+ /* Re-orthonormalize the basis. */
+
+ v_crs(e[2], f[0], f[1]);
+ v_crs(e[1], f[2], f[0]);
+ v_crs(e[0], f[1], f[2]);
+
+ v_nrm(e[0], e[0]);
+ v_nrm(e[1], e[1]);
+ v_nrm(e[2], e[2]);
+ }
+}
+
+/*
+ * Compute the new linear and angular velocities of a bouncing ball.
+ * Q gives the position of the point of impact and W gives the
+ * velocity of the object being impacted.
+ */
+static float sol_bounce(struct s_ball *up,
+ const float q[3],
+ const float w[3], float dt)
+{
+ float n[3], r[3], d[3], vn, wn;
+ float *p = up->p;
+ float *v = up->v;
+
+ /* Find the normal of the impact. */
+
+ v_sub(r, p, q);
+ v_sub(d, v, w);
+ v_nrm(n, r);
+
+ /* Find the new angular velocity. */
+
+ v_crs(up->w, d, r);
+ v_scl(up->w, up->w, -1.0f / (up->r * up->r));
+
+ /* Find the new linear velocity. */
+
+ vn = v_dot(v, n);
+ wn = v_dot(w, n);
+
+ v_mad(v, v, n, 1.7 * (wn - vn));
+
+ v_mad(p, q, n, up->r);
+
+ /* Return the "energy" of the impact, to determine the sound amplitude. */
+
+ return fabsf(v_dot(n, d));
+}
+
+/*
+ * Compute the new angular velocity and orientation of a ball pendulum.
+ * A gives the accelleration of the ball. G gives the gravity vector.
+ */
+static void sol_pendulum(struct s_ball *up,
+ const float a[3],
+ const float g[3], float dt)
+{
+ float v[3], A[3], F[3], r[3], Y[3], T[3] = { 0.0f, 0.0f, 0.0f };
+
+ const float m = 5.000f;
+ const float ka = 0.500f;
+ const float kd = 0.995f;
+
+ /* Find the total force over DT. */
+
+ v_scl(A, a, ka);
+ v_mad(A, A, g, -dt);
+
+ /* Find the force. */
+
+ v_scl(F, A, m / dt);
+
+ /* Find the position of the pendulum. */
+
+ v_scl(r, up->E[1], -up->r);
+
+ /* Find the torque on the pendulum. */
+
+ if (fabsf(v_dot(r, F)) > 0.0f)
+ v_crs(T, F, r);
+
+ /* Apply the torque and dampen the angular velocity. */
+
+ v_mad(up->W, up->W, T, dt);
+ v_scl(up->W, up->W, kd);
+
+ /* Apply the angular velocity to the pendulum basis. */
+
+ sol_rotate(up->E, up->W, dt);
+
+ /* Apply a torque turning the pendulum toward the ball velocity. */
+
+ v_mad(v, up->v, up->E[1], v_dot(up->v, up->E[1]));
+ v_crs(Y, v, up->E[2]);
+ v_scl(Y, up->E[1], 2 * v_dot(Y, up->E[1]));
+
+ sol_rotate(up->E, Y, dt);
+}
+
+/*---------------------------------------------------------------------------*/
+
+/*
+ * Compute the states of all switches after DT seconds have passed.
+ */
+static void sol_swch_step(struct s_file *fp, float dt)
+{
+ int xi;
+
+ for (xi = 0; xi < fp->xc; xi++)
+ {
+ struct s_swch *xp = fp->xv + xi;
+
+ if (xp->t > 0)
+ {
+ xp->t -= dt;
+
+ if (xp->t <= 0)
+ {
+ int pi = xp->pi;
+ int pj = xp->pi;
+
+ do /* Tortoise and hare cycle traverser. */
+ {
+ fp->pv[pi].f = xp->f0;
+ fp->pv[pj].f = xp->f0;
+
+ pi = fp->pv[pi].pi;
+ pj = fp->pv[pj].pi;
+ pj = fp->pv[pj].pi;
+ }
+ while (pi != pj);
+
+ xp->f = xp->f0;
+ }
+ }
+ }
+}
+
+/*
+ * Compute the positions of all bodies after DT seconds have passed.
+ */
+static void sol_body_step(struct s_file *fp, float dt)
+{
+ int i;
+
+ for (i = 0; i < fp->bc; i++)
+ {
+ struct s_body *bp = fp->bv + i;
+ struct s_path *pp = fp->pv + bp->pi;
+
+ if (bp->pi >= 0 && pp->f)
+ {
+ bp->t += dt;
+
+ if (bp->t >= pp->t)
+ {
+ bp->t = 0;
+ bp->pi = pp->pi;
+ }
+ }
+ }
+}
+
+/*
+ * Compute the positions of all balls after DT seconds have passed.
+ */
+static void sol_ball_step(struct s_file *fp, float dt)
+{
+ int i;
+
+ for (i = 0; i < fp->uc; i++)
+ {
+ struct s_ball *up = fp->uv + i;
+
+ v_mad(up->p, up->p, up->v, dt);
+
+ sol_rotate(up->e, up->w, dt);
+ }
+}
+
+/*---------------------------------------------------------------------------*/
+
+static float sol_test_vert(float dt,
+ float T[3],
+ const struct s_ball *up,
+ const struct s_vert *vp,
+ const float o[3],
+ const float w[3])
+{
+ return v_vert(T, o, vp->p, w, up->p, up->v, up->r);
+}
+
+static float sol_test_edge(float dt,
+ float T[3],
+ const struct s_ball *up,
+ const struct s_file *fp,
+ const struct s_edge *ep,
+ const float o[3],
+ const float w[3])
+{
+ float q[3];
+ float u[3];
+
+ v_cpy(q, fp->vv[ep->vi].p);
+ v_sub(u, fp->vv[ep->vj].p,
+ fp->vv[ep->vi].p);
+
+ return v_edge(T, o, q, u, w, up->p, up->v, up->r);
+}
+
+static float sol_test_side(float dt,
+ float T[3],
+ const struct s_ball *up,
+ const struct s_file *fp,
+ const struct s_lump *lp,
+ const struct s_side *sp,
+ const float o[3],
+ const float w[3])
+{
+ float t = v_side(T, o, w, sp->n, sp->d, up->p, up->v, up->r);
+ int i;
+
+ if (t < dt)
+ for (i = 0; i < lp->sc; i++)
+ {
+ const struct s_side *sq = fp->sv + fp->iv[lp->s0 + i];
+
+ if (sp != sq &&
+ v_dot(T, sq->n) -
+ v_dot(o, sq->n) -
+ v_dot(w, sq->n) * t > sq->d)
+ return LARGE;
+ }
+ return t;
+}
+
+/*---------------------------------------------------------------------------*/
+
+static int sol_test_fore(float dt,
+ const struct s_ball *up,
+ const struct s_side *sp,
+ const float o[3],
+ const float w[3])
+{
+ float q[3];
+
+ /* If the ball is not behind the plane, the test passes. */
+
+ v_sub(q, up->p, o);
+
+ if (v_dot(q, sp->n) - sp->d + up->r >= 0)
+ return 1;
+
+ /* If it's not behind the plane after DT seconds, the test passes. */
+
+ v_mad(q, q, up->v, dt);
+
+ if (v_dot(q, sp->n) - sp->d + up->r >= 0)
+ return 1;
+
+ /* Else, test fails. */
+
+ return 0;
+}
+
+static int sol_test_back(float dt,
+ const struct s_ball *up,
+ const struct s_side *sp,
+ const float o[3],
+ const float w[3])
+{
+ float q[3];
+
+ /* If the ball is not in front of the plane, the test passes. */
+
+ v_sub(q, up->p, o);
+
+ if (v_dot(q, sp->n) - sp->d - up->r <= 0)
+ return 1;
+
+ /* If it's not in front of the plane after DT seconds, the test passes. */
+
+ v_mad(q, q, up->v, dt);
+
+ if (v_dot(q, sp->n) - sp->d - up->r <= 0)
+ return 1;
+
+ /* Else, test fails. */
+
+ return 0;
+}
+
+/*---------------------------------------------------------------------------*/
+
+static float sol_test_lump(float dt,
+ float T[3],
+ const struct s_ball *up,
+ const struct s_file *fp,
+ const struct s_lump *lp,
+ const float o[3],
+ const float w[3])
+{
+ float U[3] = { 0.0f, 0.0f, 0.0f };
+ float u, t = dt;
+ int i;
+
+ /* Short circuit a non-solid lump. */
+
+ if (lp->fl & L_DETAIL) return t;
+
+ /* Test all verts */
+
+ if (up->r > 0.0f)
+ for (i = 0; i < lp->vc; i++)
+ {
+ const struct s_vert *vp = fp->vv + fp->iv[lp->v0 + i];
+
+ if ((u = sol_test_vert(t, U, up, vp, o, w)) < t)
+ {
+ v_cpy(T, U);
+ t = u;
+ }
+ }
+
+ /* Test all edges */
+
+ if (up->r > 0.0f)
+ for (i = 0; i < lp->ec; i++)
+ {
+ const struct s_edge *ep = fp->ev + fp->iv[lp->e0 + i];
+
+ if ((u = sol_test_edge(t, U, up, fp, ep, o, w)) < t)
+ {
+ v_cpy(T, U);
+ t = u;
+ }
+ }
+
+ /* Test all sides */
+
+ for (i = 0; i < lp->sc; i++)
+ {
+ const struct s_side *sp = fp->sv + fp->iv[lp->s0 + i];
+
+ if ((u = sol_test_side(t, U, up, fp, lp, sp, o, w)) < t)
+ {
+ v_cpy(T, U);
+ t = u;
+ }
+ }
+ return t;
+}
+
+static float sol_test_node(float dt,
+ float T[3],
+ const struct s_ball *up,
+ const struct s_file *fp,
+ const struct s_node *np,
+ const float o[3],
+ const float w[3])
+{
+ float U[3], u, t = dt;
+ int i;
+
+ /* Test all lumps */
+
+ for (i = 0; i < np->lc; i++)
+ {
+ const struct s_lump *lp = fp->lv + np->l0 + i;
+
+ if ((u = sol_test_lump(t, U, up, fp, lp, o, w)) < t)
+ {
+ v_cpy(T, U);
+ t = u;
+ }
+ }
+
+ /* Test in front of this node */
+
+ if (np->ni >= 0 && sol_test_fore(t, up, fp->sv + np->si, o, w))
+ {
+ const struct s_node *nq = fp->nv + np->ni;
+
+ if ((u = sol_test_node(t, U, up, fp, nq, o, w)) < t)
+ {
+ v_cpy(T, U);
+ t = u;
+ }
+ }
+
+ /* Test behind this node */
+
+ if (np->nj >= 0 && sol_test_back(t, up, fp->sv + np->si, o, w))
+ {
+ const struct s_node *nq = fp->nv + np->nj;
+
+ if ((u = sol_test_node(t, U, up, fp, nq, o, w)) < t)
+ {
+ v_cpy(T, U);
+ t = u;
+ }
+ }
+
+ return t;
+}
+
+static float sol_test_body(float dt,
+ float T[3], float V[3],
+ const struct s_ball *up,
+ const struct s_file *fp,
+ const struct s_body *bp)
+{
+ float U[3], O[3], W[3], u, t = dt;
+
+ const struct s_node *np = fp->nv + bp->ni;
+
+ sol_body_p(O, fp, bp);
+ sol_body_v(W, fp, bp);
+
+ if ((u = sol_test_node(t, U, up, fp, np, O, W)) < t)
+ {
+ v_cpy(T, U);
+ v_cpy(V, W);
+ t = u;
+ }
+ return t;
+}
+
+static float sol_test_file(float dt,
+ float T[3], float V[3],
+ const struct s_ball *up,
+ const struct s_file *fp)
+{
+ float U[3], W[3], u, t = dt;
+ int i;
+
+ for (i = 0; i < fp->bc; i++)
+ {
+ const struct s_body *bp = fp->bv + i;
+
+ if ((u = sol_test_body(t, U, W, up, fp, bp)) < t)
+ {
+ v_cpy(T, U);
+ v_cpy(V, W);
+ t = u;
+ }
+ }
+ return t;
+}
+
+/*---------------------------------------------------------------------------*/
+
+/*
+ * Step the physics forward DT seconds under the influence of gravity
+ * vector G. If the ball gets pinched between two moving solids, this
+ * loop might not terminate. It is better to do something physically
+ * impossible than to lock up the game. So, if we make more than C
+ * iterations, punt it.
+ */
+
+float sol_step(struct s_file *fp, const float *g, float dt, int ui, int *m)
+{
+ float P[3], V[3], v[3], r[3], a[3], d, e, nt, b = 0.0f, tt = dt;
+ int c = 16;
+
+ if (ui < fp->uc)
+ {
+ struct s_ball *up = fp->uv + ui;
+
+ /* If the ball is in contact with a surface, apply friction. */
+
+ v_cpy(a, up->v);
+ v_cpy(v, up->v);
+ v_cpy(up->v, g);
+
+ if (m && sol_test_file(tt, P, V, up, fp) < 0.0005f)
+ {
+ v_cpy(up->v, v);
+ v_sub(r, P, up->p);
+
+ if ((d = v_dot(r, g) / (v_len(r) * v_len(g))) > 0.999f)
+ {
+ if ((e = (v_len(up->v) - dt)) > 0.0f)
+ {
+ /* Scale the linear velocity. */
+
+ v_nrm(up->v, up->v);
+ v_scl(up->v, up->v, e);
+
+ /* Scale the angular velocity. */
+
+ v_sub(v, V, up->v);
+ v_crs(up->w, v, r);
+ v_scl(up->w, up->w, -1.0f / (up->r * up->r));
+ }
+ else
+ {
+ /* Friction has brought the ball to a stop. */
+
+ up->v[0] = 0.0f;
+ up->v[1] = 0.0f;
+ up->v[2] = 0.0f;
+
+ (*m)++;
+ }
+ }
+ else v_mad(up->v, v, g, tt);
+ }
+ else v_mad(up->v, v, g, tt);
+
+ /* Test for collision. */
+
+ while (c > 0 && tt > 0 && tt > (nt = sol_test_file(tt, P, V, up, fp)))
+ {
+ sol_body_step(fp, nt);
+ sol_swch_step(fp, nt);
+ sol_ball_step(fp, nt);
+
+ tt -= nt;
+
+ if (b < (d = sol_bounce(up, P, V, nt)))
+ b = d;
+
+ c--;
+ }
+
+ sol_body_step(fp, tt);
+ sol_swch_step(fp, tt);
+ sol_ball_step(fp, tt);
+
+ /* Apply the ball's accelleration to the pendulum. */
+
+ v_sub(a, up->v, a);
+
+ sol_pendulum(up, a, g, dt);
+ }
+ return b;
+}
+
+/*---------------------------------------------------------------------------*/
+
+struct s_item *sol_item_test(struct s_file *fp, float *p, float item_r)
+{
+ const float *ball_p = fp->uv->p;
+ const float ball_r = fp->uv->r;
+
+ int hi;
+
+ for (hi = 0; hi < fp->hc; hi++)
+ {
+ float r[3];
+
+ r[0] = ball_p[0] - fp->hv[hi].p[0];
+ r[1] = ball_p[1] - fp->hv[hi].p[1];
+ r[2] = ball_p[2] - fp->hv[hi].p[2];
+
+ if (fp->hv[hi].t != ITEM_NONE && v_len(r) < ball_r + item_r)
+ {
+ p[0] = fp->hv[hi].p[0];
+ p[1] = fp->hv[hi].p[1];
+ p[2] = fp->hv[hi].p[2];
+
+ return &fp->hv[hi];
+ }
+ }
+ return NULL;
+}
+
+struct s_goal *sol_goal_test(struct s_file *fp, float *p, int ui)
+{
+ const float *ball_p = fp->uv[ui].p;
+ const float ball_r = fp->uv[ui].r;
+ int zi;
+
+ for (zi = 0; zi < fp->zc; zi++)
+ {
+ float r[3];
+
+ r[0] = ball_p[0] - fp->zv[zi].p[0];
+ r[1] = ball_p[2] - fp->zv[zi].p[2];
+ r[2] = 0;
+
+ if (v_len(r) < fp->zv[zi].r - ball_r &&
+ ball_p[1] > fp->zv[zi].p[1] &&
+ ball_p[1] < fp->zv[zi].p[1] + GOAL_HEIGHT / 2)
+ {
+ p[0] = fp->zv[zi].p[0];
+ p[1] = fp->zv[zi].p[1];
+ p[2] = fp->zv[zi].p[2];
+
+ return &fp->zv[zi];
+ }
+ }
+ return NULL;
+}
+
+/*
+ * Test if the ball UI is inside a jump. Return 1 if yes and fill P
+ * with the destination position, return 0 if not, and return 2 if the
+ * ball is on the border of a jump.
+ */
+int sol_jump_test(struct s_file *fp, float *p, int ui)
+{
+ const float *ball_p = fp->uv[ui].p;
+ const float ball_r = fp->uv[ui].r;
+ int ji;
+ float l;
+ int res = 0;
+
+ for (ji = 0; ji < fp->jc; ji++)
+ {
+ float r[3];
+
+ r[0] = ball_p[0] - fp->jv[ji].p[0];
+ r[1] = ball_p[2] - fp->jv[ji].p[2];
+ r[2] = 0;
+
+ l = v_len(r) - fp->jv[ji].r;
+ if (l < 0 &&
+ ball_p[1] > fp->jv[ji].p[1] &&
+ ball_p[1] < fp->jv[ji].p[1] + JUMP_HEIGHT / 2)
+ {
+ if (l < - ball_r )
+ {
+ p[0] = fp->jv[ji].q[0] + (ball_p[0] - fp->jv[ji].p[0]);
+ p[1] = fp->jv[ji].q[1] + (ball_p[1] - fp->jv[ji].p[1]);
+ p[2] = fp->jv[ji].q[2] + (ball_p[2] - fp->jv[ji].p[2]);
+
+ return 1;
+ }
+ else
+ res = 2;
+ }
+ }
+ return res;
+}
+
+/*
+ * Test and process the event the ball UI enters a switch. Return 1 if
+ * a visible switch is activated, return 0 otherwise (no switch is
+ * activated or only invisible switches).
+ */
+int sol_swch_test(struct s_file *fp, int ui)
+{
+ const float *ball_p = fp->uv[ui].p;
+ const float ball_r = fp->uv[ui].r;
+ int xi;
+ int res = 0;
+
+ for (xi = 0; xi < fp->xc; xi++)
+ {
+ struct s_swch *xp = fp->xv + xi;
+
+ if (xp->t0 == 0 || xp->f == xp->f0)
+ {
+ float l;
+ float r[3];
+
+ r[0] = ball_p[0] - xp->p[0];
+ r[1] = ball_p[2] - xp->p[2];
+ r[2] = 0;
+
+ l = v_len(r) - xp->r;
+
+ if (l < ball_r &&
+ ball_p[1] > xp->p[1] &&
+ ball_p[1] < xp->p[1] + SWCH_HEIGHT / 2)
+ {
+ if (!xp->e && l < - ball_r)
+ {
+ int pi = xp->pi;
+ int pj = xp->pi;
+
+ /* The ball enters. */
+
+ if (xp->t0 == 0)
+ xp->e = 1;
+
+ /* Toggle the state, update the path. */
+
+ xp->f = xp->f ? 0 : 1;
+
+ do /* Tortoise and hare cycle traverser. */
+ {
+ fp->pv[pi].f = xp->f;
+ fp->pv[pj].f = xp->f;
+
+ pi = fp->pv[pi].pi;
+ pj = fp->pv[pj].pi;
+ pj = fp->pv[pj].pi;
+ }
+ while (pi != pj);
+
+ /* It toggled to non-default state, start the timer. */
+
+ if (xp->f != xp->f0)
+ xp->t = xp->t0;
+
+ /* If visible, set the result. */
+
+ if (!xp->i)
+ res = 1;
+ }
+ }
+
+ /* The ball exits. */
+
+ else if (xp->e)
+ xp->e = 0;
+ }
+ }
+ return res;
+}
+
+/*---------------------------------------------------------------------------*/
--- /dev/null
+/*
+ * Copyright (C) 2003 Robert Kooima
+ *
+ * NEVERBALL is free software; you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published
+ * by the Free Software Foundation; either version 2 of the License,
+ * or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful, but
+ * WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * General Public License for more details.
+ */
+
+#ifndef SOL_PHYS_H
+#define SOL_PHYS_H
+
+#include "solid.h"
+
+/*---------------------------------------------------------------------------*/
+
+void sol_body_p(float p[3], const struct s_file *, const struct s_body *);
+
+/*---------------------------------------------------------------------------*/
+
+float sol_step(struct s_file *, const float *, float, int, int *);
+
+int sol_jump_test(struct s_file *, float *, int);
+int sol_swch_test(struct s_file *, int);
+
+struct s_goal *sol_goal_test(struct s_file *, float *, int);
+struct s_item *sol_item_test(struct s_file *, float *, float);
+
+/*---------------------------------------------------------------------------*/
+
+#endif