prosperon/source/engine/gameobject.h

92 lines
2.3 KiB
C
Raw Normal View History

2021-11-30 21:29:18 -06:00
#ifndef GAMEOBJECT_H
#define GAMEOBJECT_H
2022-01-21 11:26:22 -06:00
#include <chipmunk/chipmunk.h>
2023-05-27 07:01:17 -05:00
#include "quickjs/quickjs.h"
2023-11-03 08:31:06 -05:00
#include "HandmadeMath.h"
2023-11-30 10:47:59 -06:00
#include "transform.h"
2023-12-11 08:36:45 -06:00
#include "script.h"
2023-11-30 10:47:59 -06:00
#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)
2021-11-30 21:29:18 -06:00
2023-12-11 08:36:45 -06:00
struct gameobject {
2023-05-12 13:22:05 -05:00
cpBodyType bodytype;
2023-11-30 16:24:26 -06:00
cpBody *body; /* NULL if this object is dead; has 2d position and rotation, relative to global 0 */
HMM_Vec3 scale; /* local */
2023-05-12 13:22:05 -05:00
int next;
float mass;
float f; /* friction */
float e; /* elasticity */
2023-11-20 07:49:14 -06:00
float timescale;
float maxvelocity;
float maxangularvelocity;
int gravity;
2023-11-20 07:49:14 -06:00
HMM_Vec2 cgravity;
float damping;
2023-05-12 13:22:05 -05:00
unsigned int layer;
cpShapeFilter filter;
struct phys_cbs cbs;
struct shape_cb *shape_cbs;
2023-05-27 07:01:17 -05:00
JSValue ref;
2023-11-30 10:47:59 -06:00
HMM_Mat4 world;
2023-11-09 16:44:33 -06:00
transform2d t; /* The local transformation of this object */
float drawlayer;
2023-12-11 08:36:45 -06:00
};
2021-11-30 21:29:18 -06:00
2023-12-11 08:36:45 -06:00
typedef struct gameobject gameobject;
2022-08-26 09:19:17 -05:00
2023-12-11 08:36:45 -06:00
gameobject *MakeGameobject();
void gameobject_apply(gameobject *go);
void gameobject_free(gameobject *go);
void gameobjects_cleanup();
2023-02-17 13:15:56 -06:00
2023-11-09 16:44:33 -06:00
transform2d go2t(gameobject *go);
2023-11-21 17:05:06 -06:00
transform3d go2t3(gameobject *go);
2023-11-30 10:47:59 -06:00
2023-12-11 08:36:45 -06:00
HMM_Vec2 go2world(gameobject *go, HMM_Vec2 pos);
HMM_Vec2 world2go(gameobject *go, HMM_Vec2 pos);
2023-11-11 20:01:42 -06:00
2023-12-11 08:36:45 -06:00
HMM_Mat3 t_go2world(gameobject *go);
HMM_Mat3 t_world2go(gameobject *go);
HMM_Mat4 t3d_go2world(gameobject *go);
HMM_Mat4 t3d_world2go(gameobject *go);
2023-11-30 10:47:59 -06:00
2023-12-11 08:36:45 -06:00
HMM_Vec2 go_pos(gameobject *go);
HMM_Vec2 go_worldpos(gameobject *go);
//float go_angle(gameobject *go);
float go_worldangle(gameobject *go);
2023-11-30 16:24:26 -06:00
2023-12-11 08:36:45 -06:00
float go2angle(gameobject *go);
2023-11-30 10:47:59 -06:00
2023-12-11 08:36:45 -06:00
gameobject *body2go(cpBody *body);
gameobject *shape2go(cpShape *shape);
2022-12-19 18:15:38 -06:00
2023-12-11 08:36:45 -06:00
void go_shape_apply(cpBody *body, cpShape *shape, gameobject *go);
/* Tries a few methods to select a gameobject; if none is selected returns -1 */
2023-12-11 08:36:45 -06:00
gameobject *pos2gameobject(HMM_Vec2 pos);
2023-12-11 08:36:45 -06:00
void gameobject_move(gameobject *go, HMM_Vec2 vec);
void gameobject_rotate(gameobject *go, float as);
void gameobject_setangle(gameobject *go, float angle);
void gameobject_setpos(gameobject *go, cpVect vec);
void gameobject_draw_debug(gameobject *go);
2021-11-30 21:29:18 -06:00
#endif