prosperon/source/engine/2dphysics.c

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#include "2dphysics.h"
#include "gameobject.h"
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#include "stb_ds.h"
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#include "jsffi.h"
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cpSpace *space = NULL;
static JSValue *fns = NULL;
static JSValue *hits = NULL;
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void phys2d_init()
{
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space = cpSpaceNew();
}
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void phys2d_update(float deltaT) {
cpSpaceStep(space, deltaT);
arrsetlen(fns,0);
arrsetlen(hits,0);
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}
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JSValue arb2js(cpArbiter *arb)
{
cpBody *body1;
cpBody *body2;
cpArbiterGetBodies(arb, &body1, &body2);
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cpShape *shape1;
cpShape *shape2;
cpArbiterGetShapes(arb, &shape1, &shape2);
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JSValue j = *(JSValue*)cpShapeGetUserData(shape2);
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JSValue jg = body2go(body2)->ref;
HMM_Vec2 srfv;
srfv.cp = cpArbiterGetSurfaceVelocity(arb);
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JSValue obj = JS_NewObject(js);
JS_SetPropertyStr(js, obj, "normal", vec22js((HMM_Vec2)cpArbiterGetNormal(arb)));
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JS_SetPropertyStr(js, obj, "obj", JS_DupValue(js,jg));
JS_SetPropertyStr(js, obj, "shape", JS_DupValue(js, j));
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JS_SetPropertyStr(js, obj, "point", vec22js((HMM_Vec2)cpArbiterGetPointA(arb, 0)));
JS_SetPropertyStr(js, obj, "velocity", vec22js(srfv));
JS_SetPropertyStr(js, obj, "impulse", vec22js((HMM_Vec2)cpArbiterTotalImpulse(arb)));
JS_SetPropertyStr(js, obj, "ke", number2js(cpArbiterTotalKE(arb)));
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return obj;
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}
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void phys_run_post(cpSpace *space, JSValue *fn, JSValue *hit)
{
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script_call_sym(*fn, 1, hit);
JS_FreeValue(js, *hit);
JS_FreeValue(js, *fn);
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}
void register_hit(cpArbiter *arb, gameobject *go, const char *name)
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{
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if (JS_IsUndefined(go->ref)) return;
JSValue cb = JS_GetPropertyStr(js, go->ref, name);
if (!JS_IsUndefined(cb)) {
JSValue jarb = arb2js(arb);
arrput(fns, JS_DupValue(js,cb));
arrput(hits, jarb);
cpSpaceAddPostStepCallback(space, phys_run_post, fns+arrlen(fns)-1, hits+arrlen(hits)-1);
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}
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cpShape *s1, *s2;
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cpArbiterGetShapes(arb, &s1, &s2);
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JSValue j1 = *(JSValue*)cpShapeGetUserData(s1);
JSValue j2 = *(JSValue*)cpShapeGetUserData(s2);
cb = JS_GetPropertyStr(js, j1, name);
if (!JS_IsUndefined(cb)) {
JSValue jarb = arb2js(arb);
arrput(fns, JS_DupValue(js,cb));
arrput(hits, jarb);
cpSpaceAddPostStepCallback(space, phys_run_post, fns+arrlen(fns)-1, hits+arrlen(hits)-1);
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}
}
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int script_phys_cb_begin(cpArbiter *arb, cpSpace *space, gameobject *go) { register_hit(arb, go, "collide"); return 1; }
void script_phys_cb_separate(cpArbiter *arb, cpSpace *space, gameobject *go) { register_hit(arb, go, "separate"); }
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void phys2d_setup_handlers(gameobject *go) {
cpCollisionHandler *handler = cpSpaceAddWildcardHandler(space, (cpCollisionType)go);
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handler->userData = go;
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handler->beginFunc = script_phys_cb_begin;
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handler->separateFunc = script_phys_cb_separate;
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}