prosperon/source/engine/gameobject.c

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#include "gameobject.h"
#include "2dphysics.h"
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#include "debugdraw.h"
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#include "input.h"
#include "log.h"
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#include "resources.h"
#include "script.h"
#include "shader.h"
#include "sprite.h"
#include <chipmunk/chipmunk.h>
#include <string.h>
#include "debugdraw.h"
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#include "stb_ds.h"
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struct gameobject *gameobjects = NULL;
static int first = -1;
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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) {
if (id < 0) return NULL;
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return &gameobjects[id];
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}
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struct gameobject *id2go(int id) {
if (id < 0) return NULL;
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return &gameobjects[id];
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}
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int body2id(cpBody *body) {
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return (int)cpBodyGetUserData(body);
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}
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cpBody *id2body(int id) {
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struct gameobject *go = id2go(id);
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if (go)
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return go->body;
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return NULL;
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}
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int shape2gameobject(cpShape *shape) {
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struct phys2d_shape *s = cpShapeGetUserData(shape);
return s->go;
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}
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struct gameobject *shape2go(cpShape *shape)
{
return id2go(shape2gameobject(shape));
}
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HMM_Vec2 go2pos(struct gameobject *go)
{
cpVect p = cpBodyGetPosition(go->body);
return (HMM_Vec2){p.x, p.y};
}
float go2angle(struct gameobject *go)
{
return cpBodyGetAngle(go->body);
}
transform2d mat2transform2d(HMM_Mat3 mat)
{
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}
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HMM_Mat3 mt_t(transform2d t)
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{
HMM_Mat3 p = HMM_M3D(1);
p.Columns[2].X = t.pos.X;
p.Columns[2].Y = t.pos.Y;
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return p;
}
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HMM_Mat3 mt_s(transform2d t)
{
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HMM_Mat3 s = HMM_M3D(1);
s.Columns[0].X = t.scale.X;
s.Columns[1].Y = t.scale.Y;
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return s;
}
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HMM_Mat3 mt_r(transform2d t)
{
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HMM_Mat3 r = HMM_M3D(1);
r.Columns[0] = (HMM_Vec3){cos(t.angle), sin(t.angle), 0};
r.Columns[1] = (HMM_Vec3){-sin(t.angle), cos(t.angle), 0};
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return r;
}
HMM_Mat3 transform2d2mat(transform2d t)
{
return HMM_MulM3(mt_t(t), HMM_MulM3(mt_r(t), mt_s(t)));
}
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transform3d mat2transform3d(HMM_Mat4 mat)
{
}
transform3d go2t3(gameobject *go)
{
transform3d t;
HMM_Vec2 p = go2pos(go);
t.pos.Y = p.Y;
t.pos.X = p.X;
t.scale = go->scale;
t.scale.Z = go->scale.X;
t.rotation = HMM_QFromAxisAngle_RH(vFWD, go2angle(go));
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t.rotation = HMM_MulQ(HMM_QFromAxisAngle_RH(vRIGHT, -t.pos.Y/100), t.rotation);
t.rotation = HMM_MulQ(HMM_QFromAxisAngle_RH(vUP, t.pos.X/100), t.rotation);
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return t;
}
HMM_Mat4 m4_t(transform3d t)
{
return HMM_Translate(t.pos);
}
HMM_Mat4 m4_s(transform3d t)
{
return HMM_Scale(t.scale);
}
HMM_Mat4 m4_r(transform3d t)
{
return HMM_QToM4(t.rotation);
}
HMM_Mat4 m4_st(transform3d t)
{
return HMM_MulM4(m4_t(t), m4_s(t));
}
HMM_Mat4 m4_rt(transform3d t)
{
return HMM_MulM4(m4_t(t), m4_r(t));
}
HMM_Mat4 m4_rst(transform3d t)
{
return HMM_MulM4(m4_st(t), m4_r(t));
}
HMM_Mat4 transform3d2mat(transform3d t)
{
return m4_rst(t);
}
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HMM_Mat3 mt_rst(transform2d t)
{
return transform2d2mat(t);
}
HMM_Mat3 mt_st(transform2d t)
{
return HMM_MulM3(mt_t(t), mt_s(t));
}
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HMM_Mat3 mt_rt(transform2d t)
{
return HMM_MulM3(mt_t(t), mt_r(t));
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}
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HMM_Vec2 go2world(struct gameobject *go, HMM_Vec2 pos)
{
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HMM_Vec2 v = HMM_MulM3V3(t_go2world(go), (HMM_Vec3){pos.X, pos.Y, 1.0}).XY;
return v;
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}
HMM_Vec2 world2go(struct gameobject *go, HMM_Vec2 pos)
{
return HMM_MulM3V3(t_world2go(go), (HMM_Vec3){pos.X, pos.Y, 1.0}).XY;
}
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HMM_Vec2 mat_t_pos(HMM_Mat3 m, HMM_Vec2 pos)
{
return HMM_MulM3V3(m, (HMM_Vec3){pos.x, pos.y, 1}).XY;
}
HMM_Vec2 mat_t_dir(HMM_Mat3 m, HMM_Vec2 dir)
{
m.Columns[2] = (HMM_Vec3){0,0,1};
return HMM_MulM3V3(m, (HMM_Vec3){dir.x, dir.y, 1}).XY;
}
HMM_Vec3 mat3_t_pos(HMM_Mat4 m, HMM_Vec3 pos)
{
return HMM_MulM4V4(m, (HMM_Vec4){pos.X, pos.Y, pos.Z, 1}).XYZ;
}
HMM_Vec3 mat3_t_dir(HMM_Mat4 m, HMM_Vec3 dir)
{
m.Columns[4] = (HMM_Vec4){0,0,0,1};
return mat3_t_pos(m, dir);
}
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HMM_Vec2 goscale(struct gameobject *go, HMM_Vec2 pos)
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{
return HMM_MulV2(go->scale.XY, pos);
}
HMM_Mat3 t_go2world(struct gameobject *go)
{
return transform2d2mat(go2t(go));
}
HMM_Mat3 t_world2go(struct gameobject *go)
{
return HMM_InvGeneralM3(transform2d2mat(go2t(go)));
}
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int pos2gameobject(HMM_Vec2 pos) {
cpShape *hit = phys2d_query_pos(pos.cp);
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if (hit) {
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return shape2gameobject(hit);
}
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for (int i = 0; i < arrlen(gameobjects); i++) {
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if (!gameobjects[i].body) continue;
cpVect gpos = cpBodyGetPosition(gameobjects[i].body);
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float dist = cpvlength(cpvsub(gpos, pos.cp));
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if (dist <= 25) return i;
}
return -1;
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}
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int id_from_gameobject(struct gameobject *go) {
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for (int i = 0; i < arrlen(gameobjects); i++) {
if (&gameobjects[i] == go) return i;
}
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return -1;
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}
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void gameobject_set_sensor(int id, int sensor) {
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id2go(id)->sensor = sensor;
gameobject_apply(id2go(id));
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}
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transform2d go2t(gameobject *go)
{
transform2d t;
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t.pos.cp = cpBodyGetPosition(go->body);
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t.angle = cpBodyGetAngle(go->body);
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t.scale = go->scale.XY;
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if (isnan(t.scale.X)) t.scale.X = 1;
if (isnan(t.scale.Y)) t.scale.Y = 1;
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return t;
}
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int go2id(struct gameobject *go) {
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return id_from_gameobject(go);
}
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uint32_t go2category(struct gameobject *go)
{
return 0;
}
uint32_t go2mask(struct gameobject *go)
{
return 0;
}
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unsigned int editor_cat = 1<<31;
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void go_shape_apply(cpBody *body, cpShape *shape, struct gameobject *go) {
cpShapeSetFriction(shape, go->f);
cpShapeSetElasticity(shape, go->e);
cpShapeSetCollisionType(shape, go2id(go));
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cpShapeFilter filter;
filter.group = go2id(go);
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filter.categories = 1<<go->layer | editor_cat;
// filter.mask = CP_ALL_CATEGORIES;
filter.mask = category_masks[go->layer] | editor_cat;
// filter.mask = CP_ALL_CATEGORIES;
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cpShapeSetFilter(shape, filter);
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struct phys2d_shape *ape = cpShapeGetUserData(shape);
if (ape && ape->apply)
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ape->apply(ape->data);
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}
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void go_shape_moi(cpBody *body, cpShape *shape, struct gameobject *go) {
float moment = cpBodyGetMoment(go->body);
struct phys2d_shape *s = cpShapeGetUserData(shape);
if (!s) {
cpBodySetMoment(go->body, moment + 1);
return;
}
moment += s->moi(s->data, go->mass);
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if (moment < 0) moment = 1;
cpBodySetMoment(go->body, 1);
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}
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void gameobject_apply(struct gameobject *go) {
cpBodySetType(go->body, go->bodytype);
cpBodyEachShape(go->body, go_shape_apply, go);
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if (go->bodytype == CP_BODY_TYPE_DYNAMIC) {
cpBodySetMass(go->body, go->mass);
cpBodySetMoment(go->body, 0.f);
cpBodyEachShape(go->body, go_shape_moi, go);
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if (cpBodyGetMoment(go->body) <= 0.f)
cpBodySetMoment(go->body, 1.f);
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return;
}
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}
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static void gameobject_setpickcolor(struct gameobject *go) {
/*
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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}
static void velocityFn(cpBody *body, cpVect gravity, cpFloat damping, cpFloat dt)
{
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struct gameobject *go = id2go((int)cpBodyGetUserData(body));
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if (!go) {
cpBodyUpdateVelocity(body,gravity,damping,dt);
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return;
}
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cpFloat d = isnan(go->damping) ? damping : d;
cpVect g = go->gravity ? gravity : go->cgravity.cp;
cpBodyUpdateVelocity(body,g,d,dt*go->timescale);
if (!isinf(go->maxvelocity))
cpBodySetVelocity(body, cpvclamp(cpBodyGetVelocity(body), go->maxvelocity));
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if (!isinf(go->maxangularvelocity)) {
float av = cpBodyGetAngularVelocity(body);
if (fabs(av) > go->maxangularvelocity)
cpBodySetAngularVelocity(body, copysignf(go->maxangularvelocity, av));
}
}
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int MakeGameobject() {
struct gameobject go = {
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.scale = (HMM_Vec3){1.f,1.f,1.f},
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.bodytype = CP_BODY_TYPE_STATIC,
.maxvelocity = INFINITY,
.maxangularvelocity = INFINITY,
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.mass = 1.f,
.next = -1,
.sensor = 0,
.drawlayer = 0,
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.shape_cbs = NULL,
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.gravity = 1,
.cgravity = (HMM_Vec2){0,0},
.damping = NAN,
.timescale = 1.0,
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.ref = JS_NULL,
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};
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go.cbs.begin.obj = JS_NULL;
go.cbs.separate.obj = JS_NULL;
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go.body = cpSpaceAddBody(space, cpBodyNew(go.mass, 1.f));
cpBodySetVelocityUpdateFunc(go.body, velocityFn);
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int retid;
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if (first < 0) {
arrput(gameobjects, go);
retid = arrlast(gameobjects).id = arrlen(gameobjects) - 1;
} else {
retid = first;
first = id2go(first)->next;
*id2go(retid) = go;
}
cpBodySetUserData(go.body, (void *)retid);
phys2d_setup_handlers(retid);
return retid;
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}
void rm_body_shapes(cpBody *body, cpShape *shape, void *data) {
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struct phys2d_shape *s = cpShapeGetUserData(shape);
if (s->data) {
free(s->data);
s->data = NULL;
}
cpSpaceRemoveShape(space, shape);
cpShapeFree(shape);
}
int *go_toclean = NULL;
/* Free this gameobject */
void gameobject_clean(int id) {
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struct gameobject *go = id2go(id);
arrfree(go->shape_cbs);
cpBodyEachShape(go->body, rm_body_shapes, NULL);
cpSpaceRemoveBody(space, go->body);
cpBodyFree(go->body);
go->body = NULL;
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}
/* Really more of a "mark for deletion" ... */
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void gameobject_delete(int id) {
id2go(id)->next = first;
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JS_FreeValue(js, id2go(id)->ref);
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first = id;
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if (cpSpaceIsLocked(space))
arrpush(go_toclean, id);
else
gameobject_clean(id);
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}
void gameobjects_cleanup() {
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for (int i = 0; i < arrlen(go_toclean); i++)
gameobject_clean(go_toclean[i]);
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arrsetlen(go_toclean, 0);
return;
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int clean = first;
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while (clean >= 0 && id2go(clean)->body) {
gameobject_clean(clean);
clean = id2go(clean)->next;
}
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}
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void gameobject_move(struct gameobject *go, HMM_Vec2 vec) {
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cpVect p = cpBodyGetPosition(go->body);
p.x += vec.x;
p.y += vec.y;
cpBodySetPosition(go->body, p);
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phys2d_reindex_body(go->body);
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}
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void gameobject_rotate(struct gameobject *go, float as) {
cpFloat a = cpBodyGetAngle(go->body);
a += as * deltaT;
cpBodySetAngle(go->body, a);
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phys2d_reindex_body(go->body);
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}
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void gameobject_setangle(struct gameobject *go, float angle) {
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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;
cpBodySetPosition(go->body, vec);
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phys2d_reindex_body(go->body);
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}
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void body_draw_shapes_dbg(cpBody *body, cpShape *shape, void *data) {
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struct phys2d_shape *s = cpShapeGetUserData(shape);
s->debugdraw(s->data);
}
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void gameobject_draw_debug(int go) {
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struct gameobject *g = id2go(go);
if (!g || !g->body) return;
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cpVect pos = cpBodyGetPosition(g->body);
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struct rgba color = {
.r = 0.76*255,
.b = 0.38*255,
.g = 255,
.a = 255
};
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cpBodyEachShape(g->body, body_draw_shapes_dbg, NULL);
}
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void gameobject_draw_debugs() {
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for (int i = 0; i < arrlen(gameobjects); i++)
gameobject_draw_debug(i);
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}
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static struct {
struct gameobject go;
cpVect pos;
float angle;
} *saveobjects = NULL;
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void gameobject_saveall() {
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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);
}
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}
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void gameobject_loadall() {
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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);
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}
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int gameobjects_saved() {
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return arrlen(saveobjects);
}