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solid.c
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////////////////////////////////////////////////////////////////////
///
/// @name : solid.c
/// @description : implements the solid type functions
/// @project : Boing
///
/// Created by Gaëtan de Villèle on 15/01/11.
/// Copyright 2011 EPSI. All rights reserved.
///
////////////////////////////////////////////////////////////////////
#include "solid.h"
// Affiche un Solid
//----------------------------------------
void solid_display(Solid *solid) // Génération des points (sommets) des solids
{
// Variables
int i = 0;
//glBegin(GL_LINE_LOOP);
glBegin(GL_POLYGON);
glColor3ub( solid->color[0], solid->color[1], solid->color[2] );
for( i = 0; i < solid->verticesArray.size; i++ )
{
glVertex2f( ( solid->position.x + solid->verticesArray.tab[i]->x) , ( solid->position.y + solid->verticesArray.tab[i]->y ) );
}
glEnd();
//draw_circle(solid->position, solid->radius);
}
//////////////////////////////////////////////////////////////////////////////////////////
// MISE À JOUR DE LA PROCHAINE POSITION (pour la détection de collision)
//////////////////////////////////////////////////////////////////////////////////////////
void solid_updateNextPosition( Solid *solid, int gap )
{
solid->nextPosition.x = solid->position.x + (( solid->speed.x * gap )/1000) ;
solid->nextPosition.y = solid->position.y + (( solid->speed.y * gap )/1000) ;
//solid->position.z = solid->position.z + solid->speed.z ;
}
/////////////////////////////////////////////////////////////////////////////////////////
// MISE À JOUR DE LA POSITION D'UN SOLID
/////////////////////////////////////////////////////////////////////////////////////////
void solid_updatePosition( Solid *solid, int gap )
{
solid->position.x = solid->position.x + (( solid->speed.x * gap )/1000) ;
solid->position.y = solid->position.y + (( solid->speed.y * gap )/1000) ;
//solid->position.z = solid->position.z + solid->speed.z ;
}
//////////////////////////////////////////////////////////////////////////////////////////
// MISE À JOUR DE LA VITESSE D'UN SOLID
//////////////////////////////////////////////////////////////////////////////////////////
void solid_updateSpeed( Solid *solid, int gap )
{
solid->speed.x = solid->speed.x + (( solid->acceleration.x * gap )/1000) ;
solid->speed.y = solid->speed.y + (( solid->acceleration.y * gap )/1000) ;
//solid->speed.z = solid->speed.z + (( solid->acceleration.z * gap )/1000) ;
}
//-------------------------------------------------------------
// Calcul de l'enveloppe rectangulaire d'un solid
//-------------------------------------------------------------
float* solid_getExternalAura( Solid *solid )
{
float max_y = 0;
float max_x = 0;
float min_y = 0;
float min_x = 0;
int i = 0;
float *result = malloc( sizeof(float) * 4 );
max_y = ( solid->position.y ) + ( solid->verticesArray.tab[0]->y );
max_x = ( solid->position.x ) + ( solid->verticesArray.tab[0]->x );
min_y = ( solid->position.y ) + ( solid->verticesArray.tab[0]->y );
min_x = ( solid->position.x ) + ( solid->verticesArray.tab[0]->x );
for ( i=1 ; i < solid->verticesArray.size ; i++)
{
if ( ((solid->position.y)+(solid->verticesArray.tab[i]->y)) > max_y)
{
max_y = ((solid->position.y)+(solid->verticesArray.tab[i]->y));
}
if ( ((solid->position.x)+(solid->verticesArray.tab[i]->x)) > max_x)
{
max_x = ((solid->position.x)+(solid->verticesArray.tab[i]->x));
}
if ( ((solid->position.y)+(solid->verticesArray.tab[i]->y)) < min_y)
{
min_y = ((solid->position.y)+(solid->verticesArray.tab[i]->y));
}
if ( ((solid->position.x)+(solid->verticesArray.tab[i]->x)) < min_x)
{
min_x = ((solid->position.x)+(solid->verticesArray.tab[i]->x));
}
}
/*
printf("%f\n", max_y );
printf("%f\n", max_x );
printf("%f\n", min_y );
printf("%f\n", min_x );
printf("----------------\n");
*/
result[0] = max_y;
result[1] = max_x;
result[2] = min_y;
result[3] = min_x;
return result;
}