prosperon/source/engine/gameobject.h

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#ifndef GAMEOBJECT_H
#define GAMEOBJECT_H
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#include "2dphysics.h"
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#include "config.h"
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#include <chipmunk/chipmunk.h>
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#include <stdbool.h>
#include <stdio.h>
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#include "quickjs/quickjs.h"
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#include "HandmadeMath.h"
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#include "transform.h"
#define dag_rm(p,c) do{\
for (int i = arrlen(p->children)-1; i--; i >=0) {\
if (p->children[i] == c) { \
arrdelswap(p->children,i);\
c->parent=NULL;\
break;\
}}}while(0)
#define dag_set(p,c) do{\
arrpush(p->children,c);\
if(c->parent) dag_rm(c->parent,c);\
c->parent=p;\
}while(0)
#define dag_clip(p) do{\
if (p->parent)\
dag_rm(p->parent,p);\
}while(0)
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struct shader;
struct sprite;
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struct component;
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typedef struct gameobject {
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cpBodyType bodytype;
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cpBody *body; /* NULL if this object is dead; has 2d position and rotation, relative to global 0 */
HMM_Vec3 scale; /* local */
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int next;
float mass;
float f; /* friction */
float e; /* elasticity */
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float timescale;
float maxvelocity;
float maxangularvelocity;
int gravity;
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HMM_Vec2 cgravity;
float damping;
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unsigned int layer;
cpShapeFilter filter;
int id;
struct phys_cbs cbs;
struct shape_cb *shape_cbs;
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JSValue ref;
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struct gameobject *master;
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HMM_Mat4 world;
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transform2d t; /* The local transformation of this object */
float drawlayer;
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struct gameobject *parent;
struct gameobject **children;
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} gameobject;
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extern struct gameobject *gameobjects;
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int MakeGameobject();
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void gameobject_apply(struct gameobject *go);
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void gameobject_delete(int id);
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void gameobject_free(int id);
void gameobjects_cleanup();
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void gameobject_traverse(struct gameobject *start, HMM_Mat4 p);
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transform2d go2t(gameobject *go);
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transform3d go2t3(gameobject *go);
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HMM_Vec2 go2world(struct gameobject *go, HMM_Vec2 pos);
HMM_Vec2 world2go(struct gameobject *go, HMM_Vec2 pos);
HMM_Mat3 t_go2world(struct gameobject *go);
HMM_Mat3 t_world2go(struct gameobject *go);
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HMM_Mat4 t3d_go2world(struct gameobject *go);
HMM_Mat4 t3d_world2go(struct gameobject *go);
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HMM_Vec2 go_pos(struct gameobject *go);
HMM_Vec2 go_worldpos(struct gameobject *go);
//float go_angle(struct gameobject *go);
float go_worldangle(struct gameobject *go);
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float go2angle(struct gameobject *go);
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HMM_Vec2 goscale(struct gameobject *go, HMM_Vec2 pos);
HMM_Vec2 gotpos(struct gameobject *go, HMM_Vec2 pos);
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HMM_Mat3 mt_rst(transform2d t);
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struct gameobject *id2go(int id);
int go2id(struct gameobject *go);
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int body2id(cpBody *body);
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cpBody *id2body(int id);
int shape2gameobject(cpShape *shape);
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struct gameobject *shape2go(cpShape *shape);
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void go_shape_apply(cpBody *body, cpShape *shape, struct gameobject *go);
/* Tries a few methods to select a gameobject; if none is selected returns -1 */
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int pos2gameobject(HMM_Vec2 pos);
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void gameobject_move(struct gameobject *go, HMM_Vec2 vec);
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void gameobject_rotate(struct gameobject *go, float as);
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void gameobject_setangle(struct gameobject *go, float angle);
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void gameobject_setpos(struct gameobject *go, cpVect vec);
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void gameobject_draw_debugs();
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void gameobject_draw_debug(int go);
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#endif