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physicshandler.cpp
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#include "prism/physicshandler.h"
#include <stdio.h>
#include <stdlib.h>
#include <cmath>
#include <map>
#include "prism/datastructures.h"
#include "prism/physics.h"
#include "prism/memoryhandler.h"
#include "prism/stlutil.h"
using namespace std;
namespace prism {
static struct {
int mIsActive;
map<int, PhysicsHandlerElement> mList;
} gPhysicsHandler;
void setupPhysicsHandler() {
if (gPhysicsHandler.mIsActive) shutdownPhysicsHandler();
gPhysicsHandler.mIsActive = 1;
gPhysicsHandler.mList.clear();
}
void shutdownPhysicsHandler() {
if (!gPhysicsHandler.mIsActive) return;
stl_delete_map(gPhysicsHandler.mList);
gPhysicsHandler.mIsActive = 0;
}
static void handleSinglePhysicsObjectInList(void* tCaller, PhysicsHandlerElement& tData) {
(void)tCaller;
PhysicsHandlerElement* data = &tData;
if (data->mIsPaused) return;
data->mTimeDilatationNow += data->mTimeDilatation;
int updateAmount = (int)data->mTimeDilatationNow;
data->mTimeDilatationNow -= updateAmount;
while (updateAmount--) {
Gravity prevGravity = getGravity();
setGravity(data->mGravity);
setMaxVelocityDouble(data->mMaxVelocity);
setDragCoefficient(data->mDragCoefficient);
handlePhysics(&data->mObj);
resetMaxVelocity();
resetDragCoefficient();
setGravity(prevGravity);
}
}
void updatePhysicsHandler() {
stl_int_map_map(gPhysicsHandler.mList, handleSinglePhysicsObjectInList);
}
PhysicsHandlerElement* addToPhysicsHandler(const Position& tPosition) {
PhysicsHandlerElement data;
resetPhysicsObject(&data.mObj);
data.mObj.mPosition = tPosition;
data.mMaxVelocity = INFINITY;
data.mDragCoefficient = Vector3D(0, 0, 0);
data.mGravity = getGravity();
data.mIsPaused = 0;
data.mTimeDilatation = 1.0;
data.mTimeDilatationNow = 0.0;
const auto id = stl_int_map_push_back(gPhysicsHandler.mList, data);
auto& element = gPhysicsHandler.mList[id];
element.mID = id;
return &element;
}
void removeFromPhysicsHandler(PhysicsHandlerElement* data) {
gPhysicsHandler.mList.erase(data->mID);
}
PhysicsObject* getPhysicsFromHandler(PhysicsHandlerElement* data) {
return &data->mObj;
}
Position getHandledPhysicsPosition(PhysicsHandlerElement* data)
{
return data->mObj.mPosition;
}
Position* getHandledPhysicsPositionReference(PhysicsHandlerElement* data) {
return &data->mObj.mPosition;
}
Velocity* getHandledPhysicsVelocityReference(PhysicsHandlerElement* data)
{
return &data->mObj.mVelocity;
}
Acceleration* getHandledPhysicsAccelerationReference(PhysicsHandlerElement* data)
{
return &data->mObj.mAcceleration;
}
void addAccelerationToHandledPhysics(PhysicsHandlerElement* data, const Acceleration& tAccel) {
if (data->mIsPaused) return;
PhysicsObject* obj = &data->mObj;
obj->mAcceleration = vecAdd(obj->mAcceleration, tAccel);
}
void stopHandledPhysics(PhysicsHandlerElement* data) {
PhysicsObject* obj = &data->mObj;
obj->mVelocity = Vector3D(0, 0, 0);
}
void pauseHandledPhysics(PhysicsHandlerElement* data)
{
data->mIsPaused = 1;
}
void resumeHandledPhysics(PhysicsHandlerElement* data)
{
data->mIsPaused = 0;
}
void setHandledPhysicsMaxVelocity(PhysicsHandlerElement* data, double tVelocity) {
data->mMaxVelocity = tVelocity;
}
void setHandledPhysicsDragCoefficient(PhysicsHandlerElement* data, const Vector3D& tDragCoefficient) {
data->mDragCoefficient = tDragCoefficient;
}
void setHandledPhysicsGravity(PhysicsHandlerElement* data, const Vector3D& tGravity) {
data->mGravity = tGravity;
}
void setHandledPhysicsSpeed(PhysicsHandlerElement* data, double tSpeed) {
data->mTimeDilatation = tSpeed;
}
}