prosperon/source/engine/gameobject.c

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#include "gameobject.h"
#include "shader.h"
#include "sprite.h"
#include "registry.h"
#include "2dphysics.h"
#include "script.h"
#include "vec.h"
#include "input.h"
#include <string.h>
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#include <chipmunk/chipmunk.h>
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#include "resources.h"
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#include "nuke.h"
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struct vec *gameobjects = NULL;
const int nameBuf[MAXNAME] = { 0 };
const int prefabNameBuf[MAXNAME] = { 0 };
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void init_gameobjects()
{
gameobjects = vec_make(sizeof(struct mGameObject), 100);
}
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struct mGameObject *get_gameobject_from_id(int id)
{
return vec_get(gameobjects, id - 1);
}
static void gameobject_setpickcolor(struct mGameObject *go)
{
float r = ((go->editor.id & 0x000000FF) >> 0) / 255.f;
float g = ((go->editor.id & 0x0000FF00) >> 8) / 255.f;
float b = ((go->editor.id & 0x00FF0000) >> 16) / 255.f;
go->editor.color[0] = r;
go->editor.color[1] = g;
go->editor.color[2] = b;
}
struct mGameObject *MakeGameobject()
{
struct mGameObject *go = vec_add(gameobjects, NULL);
go->editor.id = gameobjects->len - 1;
go->transform.scale = 1.f;
gameobject_setpickcolor(go);
strncpy(go->editor.mname, "New object", MAXNAME);
go->scale = 1.f;
go->bodytype = CP_BODY_TYPE_STATIC;
go->mass = 1.f;
go->body = cpSpaceAddBody(space, cpBodyNew(go->mass, 1.f));
go->components = vec_make(sizeof(struct component), 10);
return go;
}
void gameobject_addcomponent(struct mGameObject *go, struct component *c)
{
struct component *newc = vec_add(go->components, c);
newc->go = go;
newc->data = newc->make(newc->go);
}
void gameobject_delete(int id)
{
vec_delete(gameobjects, id);
}
void gameobject_delcomponent(struct mGameObject *go, int n)
{
vec_del_order(go->components, n);
}
void setup_model_transform(struct mTransform *t, struct mShader *s,
float scale)
{
mfloat_t modelT[16] = { 0.f };
mfloat_t matbuff[16] = { 0.f };
memcpy(modelT, UNITMAT4, sizeof(modelT));
mat4_translate_vec3(modelT, t->position);
mat4_multiply(modelT, modelT,
mat4_rotation_quat(matbuff, t->rotation));
mat4_scale_vec3f(modelT, scale);
shader_setmat4(s, "model", modelT);
}
void gameobject_save(struct mGameObject *go, FILE * file)
{
fwrite(go, sizeof(*go), 1, file);
vec_store(go->components, file);
for (int i = 0; i < go->components->len; i++) {
struct component *c = vec_get(go->components, i);
fwrite(c, c->datasize, 1, file);
}
}
void gameobject_saveprefab(struct mGameObject *go)
{
char prefabfname[60] = { '\0' };
strncat(prefabfname, go->editor.prefabName, MAXNAME);
strncat(prefabfname, ".yugh", 10);
FILE *pfile = fopen(prefabfname, "w+");
gameobject_save(go, pfile);
fclose(pfile);
findPrefabs();
}
void gameobject_makefromprefab(char *path)
{
FILE *fprefab = fopen(path, "r");
if (fprefab == NULL) {
return;
}
struct mGameObject *new = MakeGameobject();
fread(new, sizeof(*new), 1, fprefab);
new->editor.id = gameobjects->len - 1;
new->body = cpSpaceAddBody(space, cpBodyNew(new->mass, 1.f));
gameobject_init(new, fprefab);
fclose(fprefab);
}
void gameobject_init(struct mGameObject *go, FILE * fprefab)
{
go->body = cpSpaceAddBody(space, cpBodyNew(go->mass, 1.f));
vec_load(go->components, fprefab);
for (int i = 0; i < go->components->len; i++) {
struct component *newc =
vec_set(go->components, i,
&components[((struct component *)
vec_get(go->components, i))->id]);
newc->go = go;
newc->data = malloc(newc->datasize);
fread(newc->data, newc->datasize, 1, fprefab);
newc->init(newc->data, go);
}
}
void gameobject_syncprefabs(char *revertPath)
{
/*
struct mGameObject **go = objects;
int i = 0;
while(i != nobjects) {
if ((*go)->editor.curPrefabPath && !strcmp((*go)->editor.curPrefabPath, revertPath)) { ; }//objectRevertPrefab(go); //TODO: revertprefab
}
*/
}
void gameobject_revertprefab(struct mGameObject *go)
{
}
void toggleprefab(struct mGameObject *go)
{
go->editor.prefabSync = !go->editor.prefabSync;
if (go->editor.prefabSync) {
strcpy(go->editor.prefabName, go->editor.rootPrefabName);
gameobject_revertprefab(go); //TODO: object revert prefab
} else {
go->editor.prefabName[0] = '\0';
}
}
void gameobject_update(struct mGameObject *go)
{
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if (go->script) {
script_run(go->script);
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}
}
void gameobject_move(struct mGameObject *go, float xs, float ys)
{
cpVect p = cpBodyGetPosition(go->body);
p.x += xs * deltaT;
p.y += ys * deltaT;
cpBodySetPosition(go->body, p);
}
void gameobject_rotate(struct mGameObject *go, float as)
{
cpFloat a = cpBodyGetAngle(go->body);
a += as * deltaT;
cpBodySetAngle(go->body, a);
}
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void update_gameobjects() {
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vec_walk(gameobjects, &gameobject_update);
}
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void object_gui(struct mGameObject *go)
{
float temp_pos[2];
temp_pos[0] = cpBodyGetPosition(go->body).x;
temp_pos[1] = cpBodyGetPosition(go->body).y;
draw_point(temp_pos[0], temp_pos[1], 3);
nk_property_float2(ctx, "Position", 0.f, temp_pos, 1.f, 0.01f, 0.01f);
cpVect tvect = { temp_pos[0], temp_pos[1] };
cpBodySetPosition(go->body, tvect);
float mtry = cpBodyGetAngle(go->body);
float modtry = fmodf(mtry * RAD2DEGS, 360.f);
float modtry2 = modtry;
nk_property_float(ctx, "Angle", -1000.f, &modtry, 1000.f, 0.5f, 0.5f);
modtry -= modtry2;
cpBodySetAngle(go->body, mtry + (modtry * DEG2RADS));
nk_property_float(ctx, "Scale", 0.f, &go->scale, 1000.f, 0.01f, 0.001f);
nk_layout_row_dynamic(ctx, 25, 3);
nk_radio_button_label(ctx, "Static", &go->bodytype, CP_BODY_TYPE_STATIC);
nk_radio_button_label(ctx, "Dynamic", &go->bodytype, CP_BODY_TYPE_DYNAMIC);
nk_radio_button_label(ctx, "Kinematic", &go->bodytype, CP_BODY_TYPE_KINEMATIC);
cpBodySetType(go->body, go->bodytype);
if (go->bodytype == CP_BODY_TYPE_DYNAMIC) {
nk_property_float(ctx, "Mass", 0.01f, &go->mass, 1000.f, 0.01f, 0.01f);
cpBodySetMass(go->body, go->mass);
}
nk_property_float(ctx, "Friction", 0.f, &go->f, 10.f, 0.01f, 0.01f);
nk_property_float(ctx, "Elasticity", 0.f, &go->e, 2.f, 0.01f, 0.01f);
int n = -1;
for (int i = 0; i < go->components->len; i++) {
struct component *c =
(struct component *) vec_get(go->components, i);
if (c->draw_debug)
c->draw_debug(c->data);
if (nk_tree_push(ctx, NK_TREE_NODE, c->name, NK_MINIMIZED)) {
if (nk_button_label(ctx, "Del")) {
n = i;
}
c->draw_gui(c->data);
nk_tree_pop(ctx);
}
}
if (n >= 0)
gameobject_delcomponent(go, n);
}