2021-11-30 21:29:18 -06:00
|
|
|
#include "gameobject.h"
|
|
|
|
|
|
|
|
#include "shader.h"
|
|
|
|
#include "sprite.h"
|
|
|
|
#include "registry.h"
|
|
|
|
#include "2dphysics.h"
|
|
|
|
#include "script.h"
|
|
|
|
#include "vec.h"
|
|
|
|
#include "input.h"
|
|
|
|
#include <string.h>
|
2022-01-21 11:26:22 -06:00
|
|
|
#include <chipmunk/chipmunk.h>
|
2022-02-06 10:14:57 -06:00
|
|
|
#include "resources.h"
|
2021-11-30 21:29:18 -06:00
|
|
|
|
|
|
|
struct vec *gameobjects = NULL;
|
|
|
|
struct mGameObject *updateGO = NULL;
|
|
|
|
|
|
|
|
const int nameBuf[MAXNAME] = { 0 };
|
|
|
|
const int prefabNameBuf[MAXNAME] = { 0 };
|
|
|
|
|
2022-01-19 16:43:21 -06:00
|
|
|
void init_gameobjects()
|
|
|
|
{
|
|
|
|
gameobjects = vec_make(sizeof(struct mGameObject), 100);
|
|
|
|
}
|
|
|
|
|
2021-11-30 21:29:18 -06:00
|
|
|
struct mGameObject *get_gameobject_from_id(int id)
|
|
|
|
{
|
|
|
|
return vec_get(gameobjects, id - 1);
|
|
|
|
}
|
|
|
|
|
|
|
|
static void gameobject_setpickcolor(struct mGameObject *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;
|
|
|
|
}
|
|
|
|
|
|
|
|
struct mGameObject *MakeGameobject()
|
|
|
|
{
|
|
|
|
struct mGameObject *go = vec_add(gameobjects, NULL);
|
|
|
|
go->editor.id = gameobjects->len - 1;
|
|
|
|
go->transform.scale = 1.f;
|
|
|
|
gameobject_setpickcolor(go);
|
|
|
|
strncpy(go->editor.mname, "New object", MAXNAME);
|
|
|
|
go->scale = 1.f;
|
|
|
|
go->bodytype = CP_BODY_TYPE_STATIC;
|
|
|
|
go->mass = 1.f;
|
|
|
|
go->body = cpSpaceAddBody(space, cpBodyNew(go->mass, 1.f));
|
|
|
|
|
|
|
|
go->components = vec_make(sizeof(struct component), 10);
|
|
|
|
|
|
|
|
return go;
|
|
|
|
}
|
|
|
|
|
|
|
|
void gameobject_addcomponent(struct mGameObject *go, struct component *c)
|
|
|
|
{
|
|
|
|
struct component *newc = vec_add(go->components, c);
|
|
|
|
newc->go = go;
|
|
|
|
newc->data = newc->make(newc->go);
|
|
|
|
}
|
|
|
|
|
|
|
|
void gameobject_delete(int id)
|
|
|
|
{
|
|
|
|
vec_delete(gameobjects, id);
|
|
|
|
}
|
|
|
|
|
|
|
|
void gameobject_delcomponent(struct mGameObject *go, int n)
|
|
|
|
{
|
|
|
|
vec_del_order(go->components, n);
|
|
|
|
}
|
|
|
|
|
|
|
|
void setup_model_transform(struct mTransform *t, struct mShader *s,
|
|
|
|
float scale)
|
|
|
|
{
|
|
|
|
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));
|
|
|
|
mat4_scale_vec3f(modelT, scale);
|
|
|
|
shader_setmat4(s, "model", modelT);
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
void gameobject_save(struct mGameObject *go, FILE * file)
|
|
|
|
{
|
|
|
|
fwrite(go, sizeof(*go), 1, file);
|
|
|
|
|
|
|
|
vec_store(go->components, file);
|
|
|
|
|
|
|
|
for (int i = 0; i < go->components->len; i++) {
|
|
|
|
struct component *c = vec_get(go->components, i);
|
|
|
|
fwrite(c, c->datasize, 1, file);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void gameobject_saveprefab(struct mGameObject *go)
|
|
|
|
{
|
|
|
|
char prefabfname[60] = { '\0' };
|
|
|
|
strncat(prefabfname, go->editor.prefabName, MAXNAME);
|
|
|
|
strncat(prefabfname, ".yugh", 10);
|
|
|
|
FILE *pfile = fopen(prefabfname, "w+");
|
|
|
|
gameobject_save(go, pfile);
|
|
|
|
fclose(pfile);
|
|
|
|
|
|
|
|
findPrefabs();
|
|
|
|
}
|
|
|
|
|
|
|
|
void gameobject_makefromprefab(char *path)
|
|
|
|
{
|
|
|
|
FILE *fprefab = fopen(path, "r");
|
|
|
|
if (fprefab == NULL) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
struct mGameObject *new = MakeGameobject();
|
|
|
|
fread(new, sizeof(*new), 1, fprefab);
|
|
|
|
|
|
|
|
new->editor.id = gameobjects->len - 1;
|
|
|
|
new->body = cpSpaceAddBody(space, cpBodyNew(new->mass, 1.f));
|
|
|
|
|
|
|
|
gameobject_init(new, fprefab);
|
|
|
|
|
|
|
|
fclose(fprefab);
|
|
|
|
}
|
|
|
|
|
|
|
|
void gameobject_init(struct mGameObject *go, FILE * fprefab)
|
|
|
|
{
|
|
|
|
go->body = cpSpaceAddBody(space, cpBodyNew(go->mass, 1.f));
|
|
|
|
|
|
|
|
vec_load(go->components, fprefab);
|
|
|
|
|
|
|
|
for (int i = 0; i < go->components->len; i++) {
|
|
|
|
struct component *newc =
|
|
|
|
vec_set(go->components, i,
|
|
|
|
&components[((struct component *)
|
|
|
|
vec_get(go->components, i))->id]);
|
|
|
|
newc->go = go;
|
|
|
|
newc->data = malloc(newc->datasize);
|
|
|
|
fread(newc->data, newc->datasize, 1, fprefab);
|
|
|
|
newc->init(newc->data, go);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void gameobject_syncprefabs(char *revertPath)
|
|
|
|
{
|
|
|
|
/*
|
|
|
|
struct mGameObject **go = objects;
|
|
|
|
int i = 0;
|
|
|
|
while(i != nobjects) {
|
|
|
|
if ((*go)->editor.curPrefabPath && !strcmp((*go)->editor.curPrefabPath, revertPath)) { ; }//objectRevertPrefab(go); //TODO: revertprefab
|
|
|
|
}
|
|
|
|
*/
|
|
|
|
}
|
|
|
|
|
|
|
|
void gameobject_revertprefab(struct mGameObject *go)
|
|
|
|
{
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
void toggleprefab(struct mGameObject *go)
|
|
|
|
{
|
|
|
|
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';
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2022-06-21 12:48:19 -05:00
|
|
|
void component_update(struct component *c)
|
2021-11-30 21:29:18 -06:00
|
|
|
{
|
|
|
|
if (c->update)
|
|
|
|
c->update(c->data, c->go);
|
|
|
|
}
|
|
|
|
|
|
|
|
void gameobject_update(struct mGameObject *go)
|
|
|
|
{
|
|
|
|
if (go->update) {
|
|
|
|
updateGO = go;
|
|
|
|
script_run(updateGO->update);
|
|
|
|
}
|
|
|
|
|
2022-02-06 10:14:57 -06:00
|
|
|
vec_walk(go->components, &component_update);
|
2021-11-30 21:29:18 -06:00
|
|
|
}
|
|
|
|
|
|
|
|
void gameobject_move(struct mGameObject *go, float xs, float ys)
|
|
|
|
{
|
|
|
|
cpVect p = cpBodyGetPosition(go->body);
|
|
|
|
p.x += xs * deltaT;
|
|
|
|
p.y += ys * deltaT;
|
|
|
|
cpBodySetPosition(go->body, p);
|
|
|
|
}
|
|
|
|
|
|
|
|
void gameobject_rotate(struct mGameObject *go, float as)
|
|
|
|
{
|
|
|
|
cpFloat a = cpBodyGetAngle(go->body);
|
|
|
|
a += as * deltaT;
|
|
|
|
cpBodySetAngle(go->body, a);
|
|
|
|
}
|
2022-02-04 11:36:24 -06:00
|
|
|
|
|
|
|
void update_gameobjects() {
|
2022-02-06 10:14:57 -06:00
|
|
|
vec_walk(gameobjects, &gameobject_update);
|
|
|
|
}
|