2021-11-30 21:29:18 -06:00
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#include "gameobject.h"
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#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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2021-11-30 21:29:18 -06:00
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#include "stb_ds.h"
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transform go2t(gameobject *go)
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{
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transform t = {0};
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t.pos.cp = cpBodyGetPosition(go->body);
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t.rotation = angle2rotation(cpBodyGetAngle(go->body));
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t.scale = go->t->scale;
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return t;
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}
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gameobject *body2go(cpBody *b)
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{
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return cpBodyGetUserData(b);
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}
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gameobject *shape2go(cpShape *s)
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{
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cpBody *b = cpShapeGetBody(s);
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return cpBodyGetUserData(b);
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}
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void gameobject_apply(gameobject *go) { *go->t = go2t(go); }
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static void velocityFn(cpBody *body, cpVect gravity, cpFloat damping, cpFloat dt)
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{
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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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}
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// cpFloat d = isfinite(go->damping) ? go->damping : damping;
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cpFloat d = damping;
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cpBodyUpdateVelocity(body,g.cp,d,dt*go->timescale);
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if (isfinite(go->maxvelocity))
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cpBodySetVelocity(body, cpvclamp(cpBodyGetVelocity(body), go->maxvelocity));
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if (isfinite(go->maxangularvelocity)) {
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float av = cpBodyGetAngularVelocity(body);
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if (fabs(av) > go->maxangularvelocity)
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cpBodySetAngularVelocity(body, copysignf(go->maxangularvelocity, av));
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}
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}
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gameobject *MakeGameobject() {
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gameobject *ngo = malloc(sizeof(*ngo));
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gameobject go = {
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.maxvelocity = INFINITY,
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.maxangularvelocity = INFINITY,
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.damping = INFINITY,
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.timescale = 1.0,
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.ref = JS_UNDEFINED,
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.warp_mask = ~0,
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};
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go.body = cpSpaceAddBody(space, cpBodyNew(1, 1));
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cpBodySetVelocityUpdateFunc(go.body, velocityFn);
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*ngo = go;
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cpBodySetUserData(go.body, ngo);
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phys2d_setup_handlers(ngo);
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return ngo;
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}
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void rm_body_shapes(cpBody *body, cpShape *shape, void *data) {
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cpSpaceRemoveShape(space, shape);
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}
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void rm_body_constraints(cpBody *body, cpConstraint *c, void *data)
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{
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cpSpaceRemoveConstraint(space, c);
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}
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void gameobject_free(gameobject *go) {
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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);
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cpBodyFree(go->body);
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free(go);
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}
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void gameobject_setpos(gameobject *go, cpVect vec) {
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if (!go || !go->body) return;
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cpBodySetPosition(go->body, vec);
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// phys2d_reindex_body(go->body);
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}
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