2021-11-30 21:29:18 -06:00
|
|
|
#include "2dphysics.h"
|
|
|
|
|
|
|
|
#include "gameobject.h"
|
|
|
|
#include <string.h>
|
|
|
|
#include "mathc.h"
|
2022-08-12 14:03:56 -05:00
|
|
|
#include "nuke.h"
|
2021-11-30 21:29:18 -06:00
|
|
|
|
|
|
|
cpBody *ballBody = NULL;
|
|
|
|
cpSpace *space = NULL;
|
|
|
|
float phys2d_gravity = -50.f;
|
|
|
|
|
|
|
|
void phys2d_init()
|
|
|
|
{
|
|
|
|
space = cpSpaceNew();
|
|
|
|
cpSpaceSetGravity(space, cpv(0, phys2d_gravity));
|
|
|
|
}
|
|
|
|
|
|
|
|
void phys2d_update(float deltaT)
|
|
|
|
{
|
2022-02-04 11:36:24 -06:00
|
|
|
cpSpaceStep(space, deltaT);
|
2021-11-30 21:29:18 -06:00
|
|
|
}
|
|
|
|
|
|
|
|
void phys2d_apply()
|
|
|
|
{
|
|
|
|
cpSpaceSetGravity(space, cpv(0, phys2d_gravity));
|
|
|
|
}
|
|
|
|
|
|
|
|
void phys2d_shape_apply(struct phys2d_shape *shape)
|
|
|
|
{
|
|
|
|
cpShapeSetFriction(shape->shape, shape->go->f);
|
|
|
|
cpShapeSetElasticity(shape->shape, shape->go->e);
|
|
|
|
}
|
|
|
|
|
|
|
|
void init_phys2dshape(struct phys2d_shape *shape, struct mGameObject *go)
|
|
|
|
{
|
|
|
|
shape->go = go;
|
|
|
|
phys2d_shape_apply(shape);
|
|
|
|
}
|
|
|
|
|
|
|
|
struct phys2d_circle *Make2DCircle(struct mGameObject *go)
|
|
|
|
{
|
|
|
|
struct phys2d_circle *new = malloc(sizeof(struct phys2d_circle));
|
|
|
|
|
|
|
|
new->radius = 10.f;
|
|
|
|
new->offset[0] = 0.f;
|
|
|
|
new->offset[1] = 0.f;
|
|
|
|
phys2d_circleinit(new, go);
|
|
|
|
|
|
|
|
return new;
|
|
|
|
}
|
|
|
|
|
|
|
|
void phys2d_circleinit(struct phys2d_circle *circle,
|
|
|
|
struct mGameObject *go)
|
|
|
|
{
|
|
|
|
circle->shape.shape =
|
|
|
|
cpSpaceAddShape(space,
|
|
|
|
cpCircleShapeNew(go->body, circle->radius,
|
|
|
|
cpvzero));
|
|
|
|
init_phys2dshape(&circle->shape, go);
|
|
|
|
}
|
|
|
|
|
2022-08-12 14:03:56 -05:00
|
|
|
void circle_gui(struct phys2d_circle *circle)
|
|
|
|
{
|
|
|
|
nk_property_float(ctx, "Radius", 1.f, &circle->radius, 10000.f, 1.f, 1.f);
|
|
|
|
nk_property_float2(ctx, "Offset", 0.f, circle->offset, 1.f, 0.01f, 0.01f);
|
|
|
|
|
|
|
|
phys2d_applycircle(circle);
|
|
|
|
}
|
|
|
|
|
2021-11-30 21:29:18 -06:00
|
|
|
struct phys2d_segment *Make2DSegment(struct mGameObject *go)
|
|
|
|
{
|
|
|
|
struct phys2d_segment *new = malloc(sizeof(struct phys2d_segment));
|
|
|
|
|
|
|
|
new->thickness = 1.f;
|
|
|
|
new->a[0] = 0.f;
|
|
|
|
new->a[1] = 0.f;
|
|
|
|
new->b[0] = 0.f;
|
|
|
|
new->b[1] = 0.f;
|
|
|
|
phys2d_seginit(new, go);
|
|
|
|
|
|
|
|
return new;
|
|
|
|
}
|
|
|
|
|
|
|
|
void phys2d_seginit(struct phys2d_segment *seg, struct mGameObject *go)
|
|
|
|
{
|
|
|
|
seg->shape.shape =
|
|
|
|
cpSpaceAddShape(space,
|
|
|
|
cpSegmentShapeNew(go->body, cpvzero, cpvzero,
|
|
|
|
seg->thickness));
|
|
|
|
init_phys2dshape(&seg->shape, go);
|
|
|
|
}
|
|
|
|
|
2022-08-12 14:03:56 -05:00
|
|
|
void segment_gui(struct phys2d_segment *seg)
|
|
|
|
{
|
|
|
|
nk_property_float2(ctx, "a", 0.f, seg->a, 1.f, 0.01f, 0.01f);
|
|
|
|
nk_property_float2(ctx, "b", 0.f, seg->b, 1.f, 0.01f, 0.01f);
|
|
|
|
|
|
|
|
phys2d_applyseg(seg);
|
|
|
|
}
|
|
|
|
|
2021-11-30 21:29:18 -06:00
|
|
|
struct phys2d_box *Make2DBox(struct mGameObject *go)
|
|
|
|
{
|
|
|
|
struct phys2d_box *new = malloc(sizeof(struct phys2d_box));
|
|
|
|
|
|
|
|
new->w = 50.f;
|
|
|
|
new->h = 50.f;
|
|
|
|
new->r = 0.f;
|
|
|
|
new->offset[0] = 0.f;
|
|
|
|
new->offset[1] = 0.f;
|
|
|
|
|
|
|
|
phys2d_boxinit(new, go);
|
|
|
|
|
|
|
|
return new;
|
|
|
|
}
|
|
|
|
|
|
|
|
void phys2d_boxinit(struct phys2d_box *box, struct mGameObject *go)
|
|
|
|
{
|
|
|
|
box->shape.shape =
|
|
|
|
cpSpaceAddShape(space,
|
|
|
|
cpBoxShapeNew(go->body, box->w, box->h, box->r));
|
|
|
|
init_phys2dshape(&box->shape, go);
|
|
|
|
phys2d_applybox(box);
|
|
|
|
}
|
|
|
|
|
2022-08-12 14:03:56 -05:00
|
|
|
void box_gui(struct phys2d_box *box)
|
|
|
|
{
|
|
|
|
nk_property_float(ctx, "Width", 0.f, &box->w, 1000.f, 1.f, 1.f);
|
|
|
|
nk_property_float(ctx, "Height", 0.f, &box->h, 1000.f, 1.f, 1.f);
|
|
|
|
nk_property_float2(ctx, "Offset", 0.f, &box->offset, 1.f, 0.01f, 0.01f);
|
|
|
|
nk_property_float(ctx, "Radius", 0.f, &box->r, 100.f, 1.f, 0.1f);
|
|
|
|
|
|
|
|
phys2d_applybox(box);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
2021-11-30 21:29:18 -06:00
|
|
|
struct phys2d_poly *Make2DPoly(struct mGameObject *go)
|
|
|
|
{
|
|
|
|
struct phys2d_poly *new = malloc(sizeof(struct phys2d_poly));
|
|
|
|
|
|
|
|
new->n = 0;
|
|
|
|
new->points = NULL;
|
|
|
|
new->radius = 0.f;
|
|
|
|
|
|
|
|
phys2d_polyinit(new, go);
|
|
|
|
|
|
|
|
return new;
|
|
|
|
}
|
|
|
|
|
|
|
|
void phys2d_polyinit(struct phys2d_poly *poly, struct mGameObject *go)
|
|
|
|
{
|
|
|
|
cpTransform T = { 0 };
|
|
|
|
poly->shape.shape =
|
|
|
|
cpSpaceAddShape(space,
|
|
|
|
cpPolyShapeNew(go->body, 0, NULL, T,
|
|
|
|
poly->radius));
|
|
|
|
init_phys2dshape(&poly->shape, go);
|
|
|
|
phys2d_applypoly(poly);
|
|
|
|
}
|
|
|
|
|
|
|
|
void phys2d_polyaddvert(struct phys2d_poly *poly)
|
|
|
|
{
|
|
|
|
poly->n++;
|
|
|
|
float *oldpoints = poly->points;
|
|
|
|
poly->points = calloc(2 * poly->n, sizeof(float));
|
|
|
|
memcpy(poly->points, oldpoints, sizeof(float) * 2 * (poly->n - 1));
|
|
|
|
free(oldpoints);
|
|
|
|
}
|
|
|
|
|
2022-08-12 14:03:56 -05:00
|
|
|
void poly_gui(struct phys2d_poly *poly)
|
|
|
|
{
|
|
|
|
|
|
|
|
if (nk_button_label(ctx, "Add Poly Vertex")) phys2d_polyaddvert(poly);
|
|
|
|
|
|
|
|
for (int i = 0; i < poly->n; i++) {
|
|
|
|
nk_property_float2(ctx, "#P", 0.f, &poly->points[i*2], 1.f, 0.1f, 0.1f);
|
|
|
|
}
|
|
|
|
|
|
|
|
nk_property_float(ctx, "Radius", 0.01f, &poly->radius, 1000.f, 1.f, 0.1f);
|
|
|
|
|
|
|
|
phys2d_applypoly(poly);
|
|
|
|
}
|
|
|
|
|
2021-11-30 21:29:18 -06:00
|
|
|
struct phys2d_edge *Make2DEdge(struct mGameObject *go)
|
|
|
|
{
|
|
|
|
struct phys2d_edge *new = malloc(sizeof(struct phys2d_edge));
|
|
|
|
|
|
|
|
new->n = 2;
|
|
|
|
new->points = calloc(2 * 2, sizeof(float));
|
|
|
|
new->thickness = 0.f;
|
|
|
|
new->shapes = malloc(sizeof(cpShape *));
|
|
|
|
|
|
|
|
phys2d_edgeinit(new, go);
|
|
|
|
|
|
|
|
return new;
|
|
|
|
}
|
|
|
|
|
|
|
|
void phys2d_edgeinit(struct phys2d_edge *edge, struct mGameObject *go)
|
|
|
|
{
|
|
|
|
edge->shapes[0] =
|
|
|
|
cpSpaceAddShape(space,
|
|
|
|
cpSegmentShapeNew(go->body, cpvzero, cpvzero,
|
|
|
|
edge->thickness));
|
|
|
|
edge->shape.go = go;
|
|
|
|
phys2d_edgeshapeapply(&edge->shape, edge->shapes[0]);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
phys2d_applyedge(edge);
|
|
|
|
}
|
|
|
|
|
|
|
|
void phys2d_edgeshapeapply(struct phys2d_shape *mshape, cpShape * shape)
|
|
|
|
{
|
|
|
|
cpShapeSetFriction(shape, mshape->go->f);
|
|
|
|
cpShapeSetElasticity(shape, mshape->go->e);
|
|
|
|
}
|
|
|
|
|
|
|
|
void phys2d_edgeaddvert(struct phys2d_edge *edge)
|
|
|
|
{
|
|
|
|
edge->n++;
|
|
|
|
float *oldp = edge->points;
|
|
|
|
edge->points = calloc(edge->n * 2, sizeof(float));
|
|
|
|
memcpy(edge->points, oldp, sizeof(float) * 2 * (edge->n - 1));
|
|
|
|
|
|
|
|
cpShape **oldshapes = edge->shapes;
|
|
|
|
edge->shapes = malloc(sizeof(cpShape *) * (edge->n - 1));
|
|
|
|
memcpy(edge->shapes, oldshapes, sizeof(cpShape *) * (edge->n - 2));
|
|
|
|
cpVect a =
|
|
|
|
{ edge->points[(edge->n - 2) * 2],
|
|
|
|
edge->points[(edge->n - 2) * 2 + 1] };
|
|
|
|
cpVect b =
|
|
|
|
{ edge->points[(edge->n - 1) * 2],
|
|
|
|
edge->points[(edge->n - 1) * 2 + 1] };
|
|
|
|
edge->shapes[edge->n - 2] =
|
|
|
|
cpSpaceAddShape(space,
|
|
|
|
cpSegmentShapeNew(edge->shape.go->body, a, b,
|
|
|
|
edge->thickness));
|
|
|
|
phys2d_edgeshapeapply(&edge->shape, edge->shapes[edge->n - 2]);
|
|
|
|
|
|
|
|
free(oldp);
|
|
|
|
free(oldshapes);
|
|
|
|
}
|
|
|
|
|
2022-08-12 14:03:56 -05:00
|
|
|
void edge_gui(struct phys2d_edge *edge)
|
|
|
|
{
|
|
|
|
if (nk_button_label(ctx, "Add Edge Vertex")) phys2d_edgeaddvert(edge);
|
|
|
|
|
|
|
|
for (int i = 0; i < edge->n; i++) {
|
|
|
|
//ImGui::PushID(i);
|
|
|
|
nk_property_float2(ctx, "E", 0.f, &edge->points[i*2], 1.f, 0.01f, 0.01f);
|
|
|
|
//ImGui::PopID();
|
|
|
|
}
|
|
|
|
|
|
|
|
nk_property_float(ctx, "Thickness", 0.01f, &edge->thickness, 1.f, 0.01f, 0.01f);
|
|
|
|
|
|
|
|
phys2d_applyedge(edge);
|
|
|
|
}
|
|
|
|
|
2021-11-30 21:29:18 -06:00
|
|
|
#include "debugdraw.h"
|
|
|
|
#include "gameobject.h"
|
|
|
|
#include <math.h>
|
2022-01-21 11:26:22 -06:00
|
|
|
#include <chipmunk/chipmunk_unsafe.h>
|
2021-11-30 21:29:18 -06:00
|
|
|
|
|
|
|
void phys2d_applycircle(struct phys2d_circle *circle)
|
|
|
|
{
|
|
|
|
float radius = circle->radius * circle->shape.go->scale;
|
|
|
|
float s = circle->shape.go->scale;
|
|
|
|
cpVect offset = { circle->offset[0] * s, circle->offset[1] * s };
|
|
|
|
|
|
|
|
cpCircleShapeSetRadius(circle->shape.shape, radius);
|
|
|
|
cpCircleShapeSetOffset(circle->shape.shape, offset);
|
|
|
|
cpBodySetMoment(circle->shape.go->body,
|
|
|
|
cpMomentForCircle(circle->shape.go->mass, 0, radius,
|
|
|
|
offset));
|
|
|
|
}
|
|
|
|
|
|
|
|
void phys2d_applyseg(struct phys2d_segment *seg)
|
|
|
|
{
|
|
|
|
float s = seg->shape.go->scale;
|
|
|
|
cpVect a = { seg->a[0] * s, seg->a[1] * s };
|
|
|
|
cpVect b = { seg->b[0] * s, seg->b[1] * s };
|
|
|
|
cpSegmentShapeSetEndpoints(seg->shape.shape, a, b);
|
|
|
|
cpSegmentShapeSetRadius(seg->shape.shape, seg->thickness * s);
|
|
|
|
}
|
|
|
|
|
|
|
|
void phys2d_applybox(struct phys2d_box *box)
|
|
|
|
{
|
|
|
|
float s = box->shape.go->scale;
|
|
|
|
cpTransform T = { 0 };
|
|
|
|
T.a = s;
|
|
|
|
T.d = s;
|
|
|
|
T.tx = box->offset[0] * s;
|
|
|
|
T.ty = box->offset[1] * s;
|
|
|
|
float hh = box->h / 2.f;
|
|
|
|
float hw = box->w / 2.f;
|
|
|
|
cpVect verts[4] =
|
|
|
|
{ { -hw, -hh }, { hw, -hh }, { hw, hh }, { -hw, hh } };
|
|
|
|
cpPolyShapeSetVerts(box->shape.shape, 4, verts, T);
|
|
|
|
cpPolyShapeSetRadius(box->shape.shape, box->r);
|
|
|
|
}
|
|
|
|
|
|
|
|
void phys2d_applypoly(struct phys2d_poly *poly)
|
|
|
|
{
|
|
|
|
cpVect verts[poly->n];
|
|
|
|
|
|
|
|
for (int i = 0; i < poly->n; i++) {
|
|
|
|
verts[i].x = poly->points[i * 2];
|
|
|
|
verts[i].y = poly->points[i * 2 + 1];
|
|
|
|
}
|
|
|
|
|
|
|
|
CP_CONVEX_HULL(poly->n, verts, hullCount, hullVerts);
|
|
|
|
|
|
|
|
float s = poly->shape.go->scale;
|
|
|
|
cpTransform T = { 0 };
|
|
|
|
T.a = s;
|
|
|
|
T.d = s;
|
|
|
|
|
|
|
|
cpPolyShapeSetVerts(poly->shape.shape, hullCount, hullVerts, T);
|
|
|
|
cpPolyShapeSetRadius(poly->shape.shape, poly->radius);
|
|
|
|
}
|
|
|
|
|
|
|
|
void phys2d_applyedge(struct phys2d_edge *edge)
|
|
|
|
{
|
|
|
|
float s = edge->shape.go->scale;
|
|
|
|
|
|
|
|
for (int i = 0; i < edge->n - 1; i++) {
|
|
|
|
cpVect a =
|
|
|
|
{ edge->points[i * 2] * s, edge->points[i * 2 + 1] * s };
|
|
|
|
cpVect b =
|
|
|
|
{ edge->points[i * 2 + 2] * s, edge->points[i * 2 + 3] * s };
|
|
|
|
cpSegmentShapeSetEndpoints(edge->shapes[i], a, b);
|
|
|
|
cpSegmentShapeSetRadius(edge->shapes[i], edge->thickness);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void phys2d_dbgdrawcircle(struct phys2d_circle *circle)
|
|
|
|
{
|
|
|
|
cpVect p = cpBodyGetPosition(circle->shape.go->body);
|
|
|
|
cpVect o = cpCircleShapeGetOffset(circle->shape.shape);
|
|
|
|
float d = sqrt(pow(o.x, 2.f) + pow(o.y, 2.f));
|
|
|
|
float a = atan2(o.y, o.x) + cpBodyGetAngle(circle->shape.go->body);
|
|
|
|
draw_circle(p.x + (d * cos(a)), p.y + (d * sin(a)),
|
|
|
|
cpCircleShapeGetRadius(circle->shape.shape), 1);
|
|
|
|
}
|
|
|
|
|
|
|
|
void phys2d_dbgdrawseg(struct phys2d_segment *seg)
|
|
|
|
{
|
|
|
|
cpVect p = cpBodyGetPosition(seg->shape.go->body);
|
|
|
|
cpVect a = cpSegmentShapeGetA(seg->shape.shape);
|
|
|
|
cpVect b = cpSegmentShapeGetB(seg->shape.shape);
|
|
|
|
|
|
|
|
float angle = cpBodyGetAngle(seg->shape.go->body);
|
|
|
|
float ad = sqrt(pow(a.x, 2.f) + pow(a.y, 2.f));
|
|
|
|
float bd = sqrt(pow(b.x, 2.f) + pow(b.y, 2.f));
|
|
|
|
float aa = atan2(a.y, a.x) + angle;
|
|
|
|
float ba = atan2(b.y, b.x) + angle;
|
|
|
|
draw_line(ad * cos(aa) + p.x, ad * sin(aa) + p.y, bd * cos(ba) + p.x,
|
|
|
|
bd * sin(ba) + p.y);
|
|
|
|
}
|
|
|
|
|
|
|
|
void phys2d_dbgdrawbox(struct phys2d_box *box)
|
|
|
|
{
|
|
|
|
int n = cpPolyShapeGetCount(box->shape.shape);
|
|
|
|
cpVect b = cpBodyGetPosition(box->shape.go->body);
|
|
|
|
float angle = cpBodyGetAngle(box->shape.go->body);
|
|
|
|
float points[n * 2];
|
|
|
|
|
|
|
|
for (int i = 0; i < n; i++) {
|
|
|
|
cpVect p = cpPolyShapeGetVert(box->shape.shape, i);
|
|
|
|
float d = sqrt(pow(p.x, 2.f) + pow(p.y, 2.f));
|
|
|
|
float a = atan2(p.y, p.x) + angle;
|
|
|
|
points[i * 2] = d * cos(a) + b.x;
|
|
|
|
points[i * 2 + 1] = d * sin(a) + b.y;
|
|
|
|
}
|
|
|
|
|
|
|
|
draw_poly(points, n);
|
|
|
|
}
|
|
|
|
|
|
|
|
void phys2d_dbgdrawpoly(struct phys2d_poly *poly)
|
|
|
|
{
|
|
|
|
cpVect b = cpBodyGetPosition(poly->shape.go->body);
|
|
|
|
float angle = cpBodyGetAngle(poly->shape.go->body);
|
|
|
|
|
|
|
|
float s = poly->shape.go->scale;
|
|
|
|
for (int i = 0; i < poly->n; i++) {
|
|
|
|
float d =
|
|
|
|
sqrt(pow(poly->points[i * 2] * s, 2.f) +
|
|
|
|
pow(poly->points[i * 2 + 1] * s, 2.f));
|
|
|
|
float a =
|
|
|
|
atan2(poly->points[i * 2 + 1], poly->points[i * 2]) + angle;
|
|
|
|
draw_point(b.x + d * cos(a), b.y + d * sin(a), 3);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (poly->n >= 3) {
|
|
|
|
int n = cpPolyShapeGetCount(poly->shape.shape);
|
|
|
|
float points[n * 2];
|
|
|
|
|
|
|
|
for (int i = 0; i < n; i++) {
|
|
|
|
cpVect p = cpPolyShapeGetVert(poly->shape.shape, i);
|
|
|
|
float d = sqrt(pow(p.x, 2.f) + pow(p.y, 2.f));
|
|
|
|
float a = atan2(p.y, p.x) + angle;
|
|
|
|
points[i * 2] = d * cos(a) + b.x;
|
|
|
|
points[i * 2 + 1] = d * sin(a) + b.y;
|
|
|
|
}
|
|
|
|
|
|
|
|
draw_poly(points, n);
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
void phys2d_dbgdrawedge(struct phys2d_edge *edge)
|
|
|
|
{
|
|
|
|
cpVect p = cpBodyGetPosition(edge->shape.go->body);
|
|
|
|
float s = edge->shape.go->scale;
|
|
|
|
float angle = cpBodyGetAngle(edge->shape.go->body);
|
|
|
|
|
|
|
|
for (int i = 0; i < edge->n; i++) {
|
|
|
|
float d =
|
|
|
|
sqrt(pow(edge->points[i * 2] * s, 2.f) +
|
|
|
|
pow(edge->points[i * 2 + 1] * s, 2.f));
|
|
|
|
float a =
|
|
|
|
atan2(edge->points[i * 2 + 1], edge->points[i * 2]) + angle;
|
|
|
|
draw_point(p.x + d * cos(a), p.y + d * sin(a), 3);
|
|
|
|
}
|
|
|
|
|
|
|
|
for (int i = 0; i < edge->n - 1; i++) {
|
|
|
|
cpVect a = cpSegmentShapeGetA(edge->shapes[i]);
|
|
|
|
cpVect b = cpSegmentShapeGetB(edge->shapes[i]);
|
|
|
|
float ad = sqrt(pow(a.x, 2.f) + pow(a.y, 2.f));
|
|
|
|
float bd = sqrt(pow(b.x, 2.f) + pow(b.y, 2.f));
|
|
|
|
float aa = atan2(a.y, a.x) + angle;
|
|
|
|
float ba = atan2(b.y, b.x) + angle;
|
|
|
|
draw_line(ad * cos(aa) + p.x, ad * sin(aa) + p.y,
|
|
|
|
bd * cos(ba) + p.x, bd * sin(ba) + p.y);
|
|
|
|
}
|
|
|
|
}
|