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 "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"
#include "log.h"
#include "debugdraw.h"
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#include "stb_ds.h"
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struct gameobject *gameobjects = NULL;
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const int nameBuf[MAXNAME] = { 0 };
const int prefabNameBuf[MAXNAME] = { 0 };
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struct gameobject *get_gameobject_from_id(int id)
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{
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return &gameobjects[id];
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}
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int id_from_gameobject(struct gameobject *go) {
for (int i = 0; i < arrlen(gameobjects); i++) {
if (&gameobjects[i] == i) return i;
}
return -1;
}
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static void gameobject_setpickcolor(struct gameobject *go)
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{
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;
}
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int MakeGameobject()
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{
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if (gameobjects == NULL) arrsetcap(gameobjects, 100);
YughInfo("Making new gameobject");
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struct gameobject go = {
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.editor.id = arrlen(gameobjects),
.transform.scale = 1.f,
.scale = 1.f,
.bodytype = CP_BODY_TYPE_STATIC,
.mass = 1.f
};
gameobject_setpickcolor(&go);
strncpy(go.editor.mname, "New object", MAXNAME);
go.body = cpSpaceAddBody(space, cpBodyNew(go.mass, 1.f));
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arrput(gameobjects, go);
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cpBodySetUserData(go.body, &arrlast(gameobjects));
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return arrlen(gameobjects)-1;
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}
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void gameobject_addcomponent(struct gameobject *go, struct component *c)
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{
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arrput(go->components, *c);
struct component *newc = &arrlast(go->components);
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newc->go = go;
newc->data = newc->make(newc->go);
}
void gameobject_delete(int id)
{
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YughInfo("Deleting gameobject with id %d.", id);
struct gameobject *go = &gameobjects[id];
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for (int i = 0; i < arrlen(go->components); i++) {
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go->components[i].delete(go->components[i].data);
arrdel(go->components, i);
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}
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arrdelswap(gameobjects, id);
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}
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void gameobject_delcomponent(struct gameobject *go, int n)
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{
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go->components[n].delete(go->components[n].data);
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arrdel(go->components, n);
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}
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void setup_model_transform(struct mTransform *t, struct shader *s, float scale)
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{
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));
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mat4_scale_vec3f(modelT, scale);
shader_setmat4(s, "model", modelT);
}
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void gameobject_save(struct gameobject *go, FILE * file)
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{
fwrite(go, sizeof(*go), 1, file);
YughInfo("Number of components is %d.", arrlen(go->components));
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int n = arrlen(go->components);
fwrite(&n, sizeof(n), 1, file);
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for (int i = 0; i < n; i++) {
fwrite(&go->components[i].id, sizeof(int), 1, file);
if (go->components[i].io == NULL)
fwrite(go->components[i].data, go->components[i].datasize, 1, file);
else
go->components[i].io(go->components[i].data, file, 0);
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}
}
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int gameobject_makefromprefab(char *path)
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{
FILE *fprefab = fopen(path, "rb");
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if (fprefab == NULL) {
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YughError("Could not find prefab %s.", path);
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return -1;
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}
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struct gameobject *new = get_gameobject_from_id(MakeGameobject());
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fread(new, sizeof(*new), 1, fprefab);
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new->components = NULL;
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gameobject_init(new, fprefab);
fclose(fprefab);
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arrlast(gameobjects).editor.id = arrlen(gameobjects)-1;
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return arrlen(gameobjects)-1;
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}
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void gameobject_init(struct gameobject *go, FILE * fprefab)
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{
go->body = cpSpaceAddBody(space, cpBodyNew(go->mass, 1.f));
cpBodySetType(go->body, go->bodytype);
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cpBodySetUserData(go->body, go);
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int comp_n;
fread(&comp_n, sizeof(int), 1, fprefab);
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arrfree(go->components);
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int n;
for (int i = 0; i < comp_n; i++) {
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fread(&n, sizeof(int), 1, fprefab);
arrput(go->components, components[n]);
struct component *newc = &arrlast(go->components);
newc->go = go;
newc->data = newc->make(newc->go);
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if (newc->io == NULL)
fread(newc->data, newc->datasize, 1, fprefab);
else
newc->io(newc->data, fprefab, 1);
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newc->init(newc->data, go);
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}
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}
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void gameobject_saveprefab(struct gameobject *go)
{
char prefabfname[60] = { '\0' };
strncat(prefabfname, go->editor.prefabName, MAXNAME);
strncat(prefabfname, EXT_PREFAB, 10);
FILE *pfile = fopen(prefabfname, "wb+");
gameobject_save(go, pfile);
fclose(pfile);
findPrefabs();
}
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void gameobject_syncprefabs(char *revertPath)
{
/*
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struct gameobject **go = objects;
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int i = 0;
while(i != nobjects) {
if ((*go)->editor.curPrefabPath && !strcmp((*go)->editor.curPrefabPath, revertPath)) { ; }//objectRevertPrefab(go); //TODO: revertprefab
}
*/
}
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void gameobject_revertprefab(struct gameobject *go)
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{
}
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void toggleprefab(struct gameobject *go)
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{
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';
}
}
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void gameobject_move(struct gameobject *go, cpVect vec)
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{
cpVect p = cpBodyGetPosition(go->body);
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p.x += vec.x;
p.y += vec.y;
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cpBodySetPosition(go->body, p);
phys2d_reindex_body(go->body);
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}
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void gameobject_rotate(struct gameobject *go, float as)
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{
cpFloat a = cpBodyGetAngle(go->body);
a += as * deltaT;
cpBodySetAngle(go->body, a);
phys2d_reindex_body(go->body);
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}
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void gameobject_setangle(struct gameobject *go, float angle) {
cpBodySetAngle(go->body, angle);
phys2d_reindex_body(go->body);
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}
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void gameobject_setpos(struct 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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void object_gui(struct gameobject *go)
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{
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);
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nuke_property_float2("Position", -1000000.f, temp_pos, 1000000.f, 1.f, 0.5f);
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cpVect tvect = { temp_pos[0], temp_pos[1] };
cpBodySetPosition(go->body, tvect);
float mtry = cpBodyGetAngle(go->body);
float modtry = fmodf(mtry * RAD2DEGS, 360.f);
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if (modtry < 0.f)
modtry += 360.f;
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float modtry2 = modtry;
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nuke_property_float("Angle", -1000.f, &modtry, 1000.f, 0.5f, 0.5f);
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modtry -= modtry2;
cpBodySetAngle(go->body, mtry + (modtry * DEG2RADS));
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nuke_property_float("Scale", 0.f, &go->scale, 1000.f, 0.01f, go->scale * 0.01f);
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nuke_nel(3);
nuke_radio_btn("Static", &go->bodytype, CP_BODY_TYPE_STATIC);
nuke_radio_btn("Dynamic", &go->bodytype, CP_BODY_TYPE_DYNAMIC);
nuke_radio_btn("Kinematic", &go->bodytype, CP_BODY_TYPE_KINEMATIC);
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cpBodySetType(go->body, go->bodytype);
if (go->bodytype == CP_BODY_TYPE_DYNAMIC) {
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nuke_property_float("Mass", 0.01f, &go->mass, 1000.f, 0.01f, 0.01f);
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cpBodySetMass(go->body, go->mass);
}
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nuke_property_float("Friction", 0.f, &go->f, 10.f, 0.01f, 0.01f);
nuke_property_float("Elasticity", 0.f, &go->e, 2.f, 0.01f, 0.01f);
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int n = -1;
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for (int i = 0; i < arrlen(go->components); i++) {
struct component *c = &go->components[i];
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if (c->draw_debug)
c->draw_debug(c->data);
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nuke_nel(5);
if (nuke_btn("Del")) n = i;
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if (nuke_push_tree_id(c->name, i)) {
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c->draw_gui(c->data);
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nuke_tree_pop();
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}
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}
if (n >= 0)
gameobject_delcomponent(go, n);
}
void gameobject_draw_debugs() {
for (int i = 0; i < arrlen(gameobjects); i++) {
for (int j = 0; j < arrlen(gameobjects[i].components); j++) {
struct component *c = &gameobjects[i].components[j];
if (c->draw_debug) c->draw_debug(c->data);
}
}
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}
static struct {struct gameobject go; cpVect pos; float angle; } *saveobjects = NULL;
void gameobject_saveall() {
arrfree(saveobjects);
arrsetlen(saveobjects, arrlen(gameobjects));
for (int i = 0; i < arrlen(gameobjects); i++) {
saveobjects[i].go = gameobjects[i];
saveobjects[i].pos = cpBodyGetPosition(gameobjects[i].body);
saveobjects[i].angle = cpBodyGetAngle(gameobjects[i].body);
}
}
void gameobject_loadall() {
YughInfo("N gameobjects: %d, N saved: %d", arrlen(gameobjects), arrlen(saveobjects));
for (int i = 0; i < arrlen(saveobjects); i++) {
gameobjects[i] = saveobjects[i].go;
cpBodySetPosition(gameobjects[i].body, saveobjects[i].pos);
cpBodySetAngle(gameobjects[i].body, saveobjects[i].angle);
cpBodySetVelocity(gameobjects[i].body, cpvzero);
cpBodySetAngularVelocity(gameobjects[i].body, 0.f);
}
arrfree(saveobjects);
}
int gameobjects_saved() {
return arrlen(saveobjects);
}