prosperon/source/engine/gameobject.h

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#ifndef GAMEOBJECT_H
#define GAMEOBJECT_H
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#include "quickjs/quickjs.h"
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#include "HandmadeMath.h"
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#include "transform.h"
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#include "script.h"
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#include "warp.h"
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#define dag_rm(p,c) do{\
for (int i = arrlen(p->children)-1; i--; i >=0) {\
if (p->children[i] == c) { \
arrdelswap(p->children,i);\
c->parent=NULL;\
break;\
}}}while(0)
#define dag_set(p,c) do{\
arrpush(p->children,c);\
if(c->parent) dag_rm(c->parent,c);\
c->parent=p;\
}while(0)
#define dag_clip(p) do{\
if (p->parent)\
dag_rm(p->parent,p);\
}while(0)
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struct gameobject {
cpBodyType phys;
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cpBody *body; /* NULL if this object is dead; has 2d position and rotation, relative to global 0 */
HMM_Vec3 scale; /* local */
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int next;
float mass;
float friction;
float elasticity;
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float damping;
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float timescale;
float maxvelocity;
float maxangularvelocity;
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unsigned int layer;
cpShapeFilter filter;
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unsigned int warp_filter;
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struct phys_cbs cbs;
struct shape_cb *shape_cbs;
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JSValue ref;
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HMM_Mat4 world;
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float drawlayer;
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};
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/*
Friction uses coulomb model. When shapes collide, their friction is multiplied. Some example values:
Steel on steel: 0.0005
Wood on steel: 0.0012
Wood on wood: 0.0015
=> steel = 0.025
=> wood = 0.04
=> hardrubber = 0.31
=> concrete = 0.05
=> rubber = 0.5
Hardrubber on steel: 0.0077
Hardrubber on concrete: 0.015
Rubber on concrete: 0.025
*/
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typedef struct gameobject gameobject;
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gameobject *MakeGameobject();
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int go_count();
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void gameobject_apply(gameobject *go);
void gameobject_free(gameobject *go);
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transform2d go2t(gameobject *go);
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transform3d go2t3(gameobject *go);
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HMM_Vec2 go2world(gameobject *go, HMM_Vec2 pos);
HMM_Vec2 world2go(gameobject *go, HMM_Vec2 pos);
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HMM_Mat3 t_go2world(gameobject *go);
HMM_Mat3 t_world2go(gameobject *go);
HMM_Mat4 t3d_go2world(gameobject *go);
HMM_Mat4 t3d_world2go(gameobject *go);
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HMM_Vec2 go_pos(gameobject *go);
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void gameobject_setpos(gameobject *go, cpVect vec);
float go_angle(gameobject *go);
void gameobject_setangle(gameobject *go, float angle);
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gameobject *body2go(cpBody *body);
gameobject *shape2go(cpShape *shape);
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void go_shape_apply(cpBody *body, cpShape *shape, gameobject *go);
/* Tries a few methods to select a gameobject; if none is selected returns -1 */
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gameobject *pos2gameobject(HMM_Vec2 pos, float give);
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void gameobject_draw_debug(gameobject *go);
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#endif