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collisionanimation.cpp
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#include "prism/collisionanimation.h"
#include "prism/collisionhandler.h"
#include "prism/memoryhandler.h"
#include "prism/log.h"
#include "prism/system.h"
namespace prism {
CollisionAnimation makeEmptyCollisionAnimation() {
CollisionAnimation ret;
ret.mFrames = new_vector();
ret.mAnimation = createEmptyAnimation();
return ret;
}
static void destroyCollisionAnimationFrame(void* tCaller, void* tData) {
(void)tCaller;
Collider* col = (Collider*)tData;
destroyCollider(col);
}
void destroyCollisionAnimation(CollisionAnimation* tAnimation) {
vector_map(&tAnimation->mFrames, destroyCollisionAnimationFrame, NULL);
delete_vector(&tAnimation->mFrames);
}
AnimationResult updateCollisionAnimation(CollisionAnimation* tAnimation) {
return animateWithoutLoop(&tAnimation->mAnimation);
}
void resetCollisionAnimation(CollisionAnimation* tAnimation) {
resetAnimation(&tAnimation->mAnimation);
}
Collider getCollisionAnimationCollider(CollisionAnimation* tAnimation) {
Collider* col = (Collider*)vector_get(&tAnimation->mFrames, tAnimation->mAnimation.mFrame);
return *col;
}
static struct {
List mList;
} gPrismCollisionAnimationData;
typedef struct {
CollisionListData* mCollisionHandlerList;
CollisionListElement* mCollisionHandlerElement;
CollisionAnimation mAnimation;
Position mCenter;
int mIsInverted;
Position mPosition;
Position* mBasePosition;
} HandledCollisionAnimation;
static void loadCollisionAnimationHandler(void*) {
setProfilingSectionMarkerCurrentFunction();
gPrismCollisionAnimationData.mList = new_list();
}
static void cleanupHandledCollisionAnimation(HandledCollisionAnimation* tAnimation) {
removeFromCollisionHandler(tAnimation->mCollisionHandlerElement);
}
static int removeAllCollisionAnimations(void* tCaller, void* tData) {
(void)tCaller;
HandledCollisionAnimation* collision = (HandledCollisionAnimation*)tData;
cleanupHandledCollisionAnimation(collision);
return 1;
}
static void unloadCollisionAnimationHandler(void*) {
setProfilingSectionMarkerCurrentFunction();
list_remove_predicate(&gPrismCollisionAnimationData.mList, removeAllCollisionAnimations, NULL);
}
static void invertPositionRect(HandledCollisionAnimation* tData, const CollisionRect& tRect) {
double nposX = tRect.mBottomRight.x;
double dx = nposX - tData->mCenter.x;
double cx = (tData->mCenter.x - dx) - tRect.mTopLeft.x;
tData->mPosition.x += cx;
}
static void invertPosition(HandledCollisionAnimation* tData) {
Collider col = getCollisionAnimationCollider(&tData->mAnimation);
if (col.mType == COLLISION_RECT) {
const auto rect = (const CollisionRect*)col;
invertPositionRect(tData, *rect);
}
else {
logError("Unsupported collision type");
logErrorInteger(col.mType);
recoverFromError();
}
}
static int updateSingleCollisionAnimation(void* tCaller, void* tData) {
(void)tCaller;
HandledCollisionAnimation* collision = (HandledCollisionAnimation*)tData;
Frame before = collision->mAnimation.mAnimation.mFrame;
AnimationResult res = updateCollisionAnimation(&collision->mAnimation);
if (res == ANIMATION_OVER) {
cleanupHandledCollisionAnimation(collision);
return 1;
}
Frame after = collision->mAnimation.mAnimation.mFrame;
if (before != after) {
Collider* nCol = (Collider*)vector_get(&collision->mAnimation.mFrames, after);
setColliderBasePosition(nCol, &collision->mPosition);
updateColliderForCollisionHandler(collision->mCollisionHandlerElement, *nCol);
}
collision->mPosition = *collision->mBasePosition;
if (collision->mIsInverted) {
invertPosition(collision);
}
return 0;
}
static void updateCollisionAnimationHandler(void*) {
setProfilingSectionMarkerCurrentFunction();
list_remove_predicate(&gPrismCollisionAnimationData.mList, updateSingleCollisionAnimation, NULL);
}
ActorBlueprint getCollisionAnimationHandler()
{
return makeActorBlueprint(loadCollisionAnimationHandler, unloadCollisionAnimationHandler, updateCollisionAnimationHandler);
}
int addHandledCollisionAnimation(CollisionListData* tListID, Position* tBasePosition, const CollisionAnimation& tAnimation, CollisionCallback tCB, void* tCaller, void* tCollisionData) {
HandledCollisionAnimation* e = (HandledCollisionAnimation*)allocMemory(sizeof(HandledCollisionAnimation));
e->mAnimation = tAnimation;
e->mCollisionHandlerList = tListID;
e->mCenter = Vector3D(0, 0, 0);
e->mIsInverted = 0;
e->mPosition = *tBasePosition;
e->mBasePosition = tBasePosition;
Collider* firstCollider = (Collider*)vector_get(&e->mAnimation.mFrames, 0);
e->mCollisionHandlerElement = addColliderToCollisionHandler(tListID, &e->mPosition, *firstCollider, tCB, tCaller, tCollisionData);
return list_push_front_owned(&gPrismCollisionAnimationData.mList, e);
}
void removeHandledCollisionAnimation(int tID) {
HandledCollisionAnimation* e = (HandledCollisionAnimation*)list_get(&gPrismCollisionAnimationData.mList, tID);
cleanupHandledCollisionAnimation(e);
list_remove(&gPrismCollisionAnimationData.mList, tID);
}
void invertCollisionAnimationVertical(int tID) {
HandledCollisionAnimation* e = (HandledCollisionAnimation*)list_get(&gPrismCollisionAnimationData.mList, tID);
e->mIsInverted ^= 1;
if (e->mIsInverted) {
invertPosition(e);
}
}
void setCollisionAnimationCenter(int tID, const Position& tCenter) {
HandledCollisionAnimation* e = (HandledCollisionAnimation*)list_get(&gPrismCollisionAnimationData.mList, tID);
e->mCenter = tCenter;
}
}