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#ifndef GAMEOBJECT_H
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#define GAMEOBJECT_H
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2023-05-27 07:01:17 -05:00
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#include "quickjs/quickjs.h"
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#include "HandmadeMath.h"
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#include "transform.h"
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#include "script.h"
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#include "warp.h"
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#define dag_rm(p,c) do{\
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for (int i = arrlen(p->children)-1; i--; i >=0) {\
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if (p->children[i] == c) { \
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arrdelswap(p->children,i);\
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c->parent=NULL;\
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break;\
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}}}while(0)
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#define dag_set(p,c) do{\
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arrpush(p->children,c);\
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if(c->parent) dag_rm(c->parent,c);\
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c->parent=p;\
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}while(0)
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#define dag_clip(p) do{\
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if (p->parent)\
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dag_rm(p->parent,p);\
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}while(0)
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struct gameobject {
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cpBodyType phys;
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cpBody *body; /* NULL if this object is dead; has 2d position and rotation, relative to global 0 */
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float mass;
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float friction;
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float elasticity;
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float damping;
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float timescale;
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float maxvelocity;
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float maxangularvelocity;
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unsigned int layer;
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cpBitmask categories;
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cpBitmask mask;
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unsigned int warp_mask;
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HMM_Vec3 scale;
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JSValue ref;
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};
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/*
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Friction uses coulomb model. When shapes collide, their friction is multiplied. Some example values:
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Steel on steel: 0.0005
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Wood on steel: 0.0012
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Wood on wood: 0.0015
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=> steel = 0.025
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=> wood = 0.04
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=> hardrubber = 0.31
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=> concrete = 0.05
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=> rubber = 0.5
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Hardrubber on steel: 0.0077
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Hardrubber on concrete: 0.015
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Rubber on concrete: 0.025
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*/
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typedef struct gameobject gameobject;
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gameobject *MakeGameobject();
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void gameobject_apply(gameobject *go);
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void gameobject_free(gameobject *go);
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transform go2t(gameobject *go);
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HMM_Vec3 go_pos(gameobject *go);
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void gameobject_setpos(gameobject *go, cpVect vec);
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float go_angle(gameobject *go);
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void gameobject_setangle(gameobject *go, float angle);
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gameobject *body2go(cpBody *body);
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gameobject *shape2go(cpShape *shape);
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void go_shape_apply(cpBody *body, cpShape *shape, gameobject *go);
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/* Tries a few methods to select a gameobject; if none is selected returns -1 */
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void gameobject_draw_debug(gameobject *go);
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#endif
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