prosperon/source/engine/gameobject.c

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#include "gameobject.h"
#include "2dphysics.h"
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#include <string.h>
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#include "log.h"
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#include "math.h"
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#include "stb_ds.h"
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gameobject *body2go(cpBody *body) { return cpBodyGetUserData(body); }
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gameobject *shape2go(cpShape *shape) {
struct phys2d_shape *pshape = cpShapeGetUserData(shape);
if (!pshape) return NULL;
return pshape->go;
}
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HMM_Vec2 go_pos(gameobject *go)
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{
cpVect p = cpBodyGetPosition(go->body);
return (HMM_Vec2){p.x, p.y};
}
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float go_angle(gameobject *go) { return cpBodyGetAngle(go->body); }
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transform3d go2t3(gameobject *go)
{
transform3d t;
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HMM_Vec2 p = go_pos(go);
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t.pos.X = p.X;
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t.pos.Y = p.Y;
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t.pos.Z = go->drawlayer;
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t.scale = go->scale;
t.scale.Z = go->scale.X;
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t.rotation = go->quat;
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return t;
}
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HMM_Vec2 go2world(gameobject *go, HMM_Vec2 pos) { return mat_t_pos(t_go2world(go), pos); }
HMM_Vec2 world2go(gameobject *go, HMM_Vec2 pos) { return mat_t_pos(t_world2go(go), pos); }
HMM_Mat3 t_go2world(gameobject *go) { return transform2d2mat(go2t(go)); }
HMM_Mat3 t_world2go(gameobject *go) { return HMM_InvGeneralM3(t_go2world(go)); }
HMM_Mat4 t3d_go2world(gameobject *go) { return transform3d2mat(go2t3(go)); }
HMM_Mat4 t3d_world2go(gameobject *go) { return HMM_InvGeneralM4(t3d_go2world(go)); }
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transform2d go2t(gameobject *go)
{
transform2d t;
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t.pos.cp = cpBodyGetPosition(go->body);
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t.angle = cpBodyGetAngle(go->body);
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t.scale = go->scale.XY;
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if (!isfinite(t.scale.X)) t.scale.X = 1;
if (!isfinite(t.scale.Y)) t.scale.Y = 1;
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return t;
}
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void go_shape_apply(cpBody *body, cpShape *shape, gameobject *go) {
cpShapeSetFriction(shape, go->friction);
cpShapeSetElasticity(shape, go->elasticity);
cpShapeSetCollisionType(shape, (cpCollisionType)go);
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cpShapeFilter filter;
filter.group = (cpCollisionType)go;
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filter.categories = go->categories;
filter.mask = go->mask;
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// filter.mask = CP_ALL_CATEGORIES;
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cpShapeSetFilter(shape, filter);
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struct phys2d_shape *ape = cpShapeGetUserData(shape);
if (ape && ape->apply)
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ape->apply(ape->data);
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}
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void go_shape_moi(cpBody *body, cpShape *shape, gameobject *go) {
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float moment = cpBodyGetMoment(body);
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struct phys2d_shape *s = cpShapeGetUserData(shape);
if (!s) {
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cpBodySetMoment(body, moment + 1);
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return;
}
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moment += s->moi(s->data);
if (moment < 0) moment = 0;
cpBodySetMoment(body, moment);
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}
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void gameobject_apply(gameobject *go) {
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YughSpam("Applying gameobject %p", go);
cpBodySetType(go->body, go->phys);
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cpBodyEachShape(go->body, go_shape_apply, go);
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if (go->phys == CP_BODY_TYPE_DYNAMIC) {
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cpBodySetMass(go->body, go->mass);
cpBodySetMoment(go->body, 0.f);
cpBodyEachShape(go->body, go_shape_moi, go);
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if (cpBodyGetMoment(go->body) <= 0.f)
cpBodySetMoment(go->body, 1.f);
}
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}
static void velocityFn(cpBody *body, cpVect gravity, cpFloat damping, cpFloat dt)
{
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gameobject *go = body2go(body);
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cpVect pos = cpBodyGetPosition(body);
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HMM_Vec2 g = warp_force((HMM_Vec3){pos.x, pos.y, 0}, go->warp_mask).xy;
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if (!go) {
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cpBodyUpdateVelocity(body,g.cp,damping,dt);
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return;
}
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// cpFloat d = isfinite(go->damping) ? go->damping : damping;
cpFloat d = damping;
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cpBodyUpdateVelocity(body,g.cp,d,dt*go->timescale);
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if (isfinite(go->maxvelocity))
cpBodySetVelocity(body, cpvclamp(cpBodyGetVelocity(body), go->maxvelocity));
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if (isfinite(go->maxangularvelocity)) {
float av = cpBodyGetAngularVelocity(body);
if (fabs(av) > go->maxangularvelocity)
cpBodySetAngularVelocity(body, copysignf(go->maxangularvelocity, av));
}
}
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gameobject *MakeGameobject() {
gameobject *ngo = malloc(sizeof(*ngo));
gameobject go = {
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.scale = (HMM_Vec3){1.f,1.f,1.f},
.phys = CP_BODY_TYPE_STATIC,
.maxvelocity = INFINITY,
.maxangularvelocity = INFINITY,
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.mass = 1.f,
.next = -1,
.drawlayer = 0,
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.damping = INFINITY,
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.timescale = 1.0,
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.ref = JS_UNDEFINED,
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.mask = ~0,
.categories = 1,
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.warp_mask = ~0,
.quat = HMM_QFromAxisAngle_RH((HMM_Vec3){0,1,0}, 0)
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};
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go.body = cpSpaceAddBody(space, cpBodyNew(go.mass, 1.f));
cpBodySetVelocityUpdateFunc(go.body, velocityFn);
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*ngo = go;
cpBodySetUserData(go.body, ngo);
phys2d_setup_handlers(ngo);
return ngo;
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}
void rm_body_shapes(cpBody *body, cpShape *shape, void *data) {
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struct phys2d_shape *s = cpShapeGetUserData(shape);
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if (s) {
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JS_FreeValue(js, s->ref);
s->ref = JS_UNDEFINED;
if (s->free)
s->free(s->data);
else
free(s->data);
}
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cpShapeSetFilter(shape, CP_SHAPE_FILTER_NONE);
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cpSpaceRemoveShape(space, shape);
cpShapeFree(shape);
}
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void rm_body_constraints(cpBody *body, cpConstraint *constraint, void *data)
{
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constraint_break(cpConstraintGetUserData(constraint));
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}
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void gameobject_free(gameobject *go) {
go->ref = JS_UNDEFINED;
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cpBodyEachShape(go->body, rm_body_shapes, NULL);
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cpBodyEachConstraint(go->body, rm_body_constraints, NULL);
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cpSpaceRemoveBody(space, go->body);
cpBodyFree(go->body);
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free(go);
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}
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void gameobject_setangle(gameobject *go, float angle) {
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cpBodySetAngle(go->body, angle);
phys2d_reindex_body(go->body);
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}
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void gameobject_setpos(gameobject *go, cpVect vec) {
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if (!go || !go->body) return;
cpBodySetPosition(go->body, vec);
phys2d_reindex_body(go->body);
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}
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void body_draw_shapes_dbg(cpBody *body, cpShape *shape, void *data) {
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struct phys2d_shape *s = cpShapeGetUserData(shape);
s->debugdraw(s->data);
}
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HMM_Vec3 go_pos3d(gameobject *go)
{
HMM_Vec2 pos2d = go_pos(go);
return (HMM_Vec3){pos2d.x, pos2d.y, go->drawlayer};
}