Overhaul physics-javascript integration

This commit is contained in:
John Alanbrook 2024-05-20 13:50:57 -05:00
parent 4e4667db50
commit 0a318c56e5
13 changed files with 423 additions and 204 deletions

View file

@ -1169,11 +1169,6 @@ Object.defineProperty(Array.prototype, 'anyjs', {
});
/* Return true if array contains x */
/*Object.defineProperty(Array.prototype, 'includes', {
value: function(x) {
return this.some(e => e === x);
}});
*/
Object.defineProperty(Array.prototype, 'empty', {
get: function() { return this.length === 0; },
});

View file

@ -227,7 +227,7 @@ sprite.inputs.kp1 = function() { this.setanchor("ul"); }
component.sprite = sprite;
Object.seal(sprite);
//Object.seal(sprite);
/* sprite anim returns a data structure for the given file path
frames: array of frames

View file

@ -6,54 +6,18 @@
cpSpace *space = NULL;
static JSValue fns[100];
static JSValue hits[100];
static int cb_idx = 0;
static JSValue *fns = NULL;
static JSValue *hits = NULL;
void phys2d_init()
{
space = cpSpaceNew();
}
constraint *constraint_make(cpConstraint *c)
{
constraint *cp = malloc(sizeof(*cp));
cp->c = c;
cp->break_cb = JS_UNDEFINED;
cp->remove_cb = JS_UNDEFINED;
cpSpaceAddConstraint(space,c);
cpConstraintSetUserData(c, cp);
return cp;
}
void constraint_break(constraint *constraint)
{
if (!constraint->c) return;
cpSpaceRemoveConstraint(space, constraint->c);
cpConstraintFree(constraint->c);
constraint->c = NULL;
script_call_sym(constraint->break_cb,0,NULL);
}
void constraint_free(constraint *constraint)
{
constraint_break(constraint);
free(constraint);
}
void constraint_test(cpConstraint *constraint, float *dt)
{
float max = cpConstraintGetMaxForce(constraint);
if (!isfinite(max)) return;
float force = cpConstraintGetImpulse(constraint)/ *dt;
if (force > max)
constraint_break(cpConstraintGetUserData(constraint));
}
void phys2d_update(float deltaT) {
cpSpaceStep(space, deltaT);
cpSpaceEachConstraint(space, constraint_test, &deltaT);
cb_idx = 0;
arrsetlen(fns,0);
arrsetlen(hits,0);
}
JSValue arb2js(cpArbiter *arb)
@ -66,7 +30,7 @@ JSValue arb2js(cpArbiter *arb)
cpShape *shape2;
cpArbiterGetShapes(arb, &shape1, &shape2);
JSValue *j = cpShapeGetUserData(shape2);
JSValue j = cpShape2js(shape2);
JSValue jg = body2go(body2)->ref;
@ -76,9 +40,11 @@ JSValue arb2js(cpArbiter *arb)
JSValue obj = JS_NewObject(js);
JS_SetPropertyStr(js, obj, "normal", vec22js((HMM_Vec2)cpArbiterGetNormal(arb)));
JS_SetPropertyStr(js, obj, "obj", JS_DupValue(js,jg));
JS_SetPropertyStr(js, obj, "shape", JS_DupValue(js, *j));
JS_SetPropertyStr(js, obj, "shape", JS_DupValue(js, j));
JS_SetPropertyStr(js, obj, "point", vec22js((HMM_Vec2)cpArbiterGetPointA(arb, 0)));
JS_SetPropertyStr(js, obj, "velocity", vec22js(srfv));
JS_SetPropertyStr(js, obj, "impulse", vec22js((HMM_Vec2)cpArbiterTotalImpulse(arb)));
JS_SetPropertyStr(js, obj, "ke", number2js(cpArbiterTotalKE(arb)));
return obj;
}
@ -96,23 +62,21 @@ void register_hit(cpArbiter *arb, gameobject *go, const char *name)
JSValue cb = JS_GetPropertyStr(js, go->ref, name);
if (!JS_IsUndefined(cb)) {
JSValue jarb = arb2js(arb);
fns[cb_idx] = JS_DupValue(js, cb);
hits[cb_idx] = jarb;
cpSpaceAddPostStepCallback(space, phys_run_post, &fns[cb_idx], &hits[cb_idx]);
cb_idx++;
arrput(fns, JS_DupValue(js,cb));
arrput(hits, jarb);
cpSpaceAddPostStepCallback(space, phys_run_post, fns+arrlen(fns)-1, hits+arrlen(hits)-1);
}
cpShape *s1, *s2;
cpArbiterGetShapes(arb, &s1, &s2);
JSValue *j1 = cpShapeGetUserData(s1);
JSValue *j2 = cpShapeGetUserData(s2);
cb = JS_GetPropertyStr(js, *j1, name);
JSValue j1 = cpShape2js(s1);
JSValue j2 = cpShape2js(s2);
cb = JS_GetPropertyStr(js, j1, name);
if (!JS_IsUndefined(cb)) {
JSValue jarb = arb2js(arb);
fns[cb_idx] = JS_DupValue(js,cb);
hits[cb_idx] = jarb;
cpSpaceAddPostStepCallback(space, phys_run_post, &fns[cb_idx], &hits[cb_idx]);
cb_idx++;
arrput(fns, JS_DupValue(js,cb));
arrput(hits, jarb);
cpSpaceAddPostStepCallback(space, phys_run_post, fns+arrlen(fns)-1, hits+arrlen(hits)-1);
}
}

View file

@ -1,26 +1,15 @@
#ifndef TWODPHYSICS_H
#define TWODPHYSICS_H
#include "script.h"
#include <chipmunk/chipmunk.h>
#include "gameobject.h"
#include "render.h"
#include "transform.h"
#include "script.h"
extern cpSpace *space;
typedef struct constraint {
cpConstraint *c;
JSValue break_cb; /* function called when it is forcibly broken */
JSValue remove_cb; /* called when it is removed at all */
} constraint;
constraint *constraint_make(cpConstraint *c);
void constraint_break(constraint *constraint);
void constraint_free(constraint *constraint);
void phys2d_init();
void phys2d_update(float deltaT);
void phys2d_setup_handlers(gameobject *go);
JSValue arb2js(cpArbiter *arb);
#endif

View file

@ -27,19 +27,6 @@ gameobject *shape2go(cpShape *s)
return cpBodyGetUserData(b);
}
void go_shape_moi(cpBody *body, cpShape *shape, gameobject *go) {
/* float moment = cpBodyGetMoment(body);
struct phys2d_shape *s = cpShapeGetUserData(shape);
if (!s) {
cpBodySetMoment(body, moment + 1);
return;
}
moment += s->moi(s->data);
if (moment < 0) moment = 0;
cpBodySetMoment(body, moment);*/
}
void gameobject_apply(gameobject *go) { *go->t = go2t(go); }
static void velocityFn(cpBody *body, cpVect gravity, cpFloat damping, cpFloat dt)
@ -89,18 +76,17 @@ gameobject *MakeGameobject() {
void rm_body_shapes(cpBody *body, cpShape *shape, void *data) {
cpSpaceRemoveShape(space, shape);
cpShapeFree(shape);
}
void rm_body_constraints(cpBody *body, cpConstraint *constraint, void *data)
void rm_body_constraints(cpBody *body, cpConstraint *c, void *data)
{
constraint_break(cpConstraintGetUserData(constraint));
cpSpaceRemoveConstraint(space, c);
}
void gameobject_free(gameobject *go) {
go->ref = JS_UNDEFINED;
// cpBodyEachShape(go->body, rm_body_shapes, NULL);
// cpBodyEachConstraint(go->body, rm_body_constraints, NULL);
cpBodyEachShape(go->body, rm_body_shapes, NULL);
cpBodyEachConstraint(go->body, rm_body_constraints, NULL);
cpSpaceRemoveBody(space, go->body);
cpBodyFree(go->body);
free(go);

View file

@ -44,7 +44,7 @@ static char *touch_jstrn(char *dest, int len, sapp_touchpoint *touch, int n)
char touchdest[512] = {0};
strncat(dest,"[", 512);
for (int i = 0; i < n; i++) {
snprintf(touchdest, 512, "{id:%p, x:%g, y:%g},", touch[i].identifier, touch[i].pos_x, touch[i].pos_y);
snprintf(touchdest, 512, "{id:%zd, x:%g, y:%g},", touch[i].identifier, touch[i].pos_x, touch[i].pos_y);
strncat(dest,touchdest,512);
}
strncat(dest,"]", 512);

View file

@ -74,20 +74,23 @@ char *js2strdup(JSValue v) {
void sg_buffer_free(sg_buffer *b)
{
printf("DESTROYED BUFFER AT %p\n", b);
sg_destroy_buffer(*b);
free(b);
}
void cpShape_free(cpShape *s)
{
JSValue *cb = cpShapeGetUserData(s);
free(cb);
if (cpSpaceContainsShape(space, s))
cpSpaceRemoveShape(space, s);
cpShapeFree(s);
}
void sg_image_free(sg_image *t){}
void cpConstraint_free(cpConstraint *c)
{
if (cpSpaceContainsConstraint(space, c))
cpSpaceRemoveConstraint(space, c);
cpConstraintFree(c);
}
void jsfreestr(const char *s) { JS_FreeCString(js, s); }
QJSCLASS(gameobject)
@ -99,16 +102,26 @@ QJSCLASS(font)
QJSCLASS(warp_gravity)
QJSCLASS(warp_damp)
QJSCLASS(window)
QJSCLASS(constraint)
QJSCLASS(sg_buffer)
QJSCLASS(sg_image)
QJSCLASS(datastream)
QJSCLASS(cpShape)
QJSCLASS(cpConstraint)
static JSValue js_circle2d;
static JSValue js_poly2d;
static JSValue js_seg2d;
static JSValue js_pin;
static JSValue js_motor;
static JSValue js_ratchet;
static JSValue js_slide;
static JSValue js_pivot;
static JSValue js_gear;
static JSValue js_rotary;
static JSValue js_damped_rotary;
static JSValue js_damped_spring;
static JSValue js_groove;
static JSValue sound_proto;
sound *js2sound(JSValue v) { return js2dsp_node(v)->data; }
@ -167,6 +180,14 @@ double js2number(JSValue v) {
return g;
}
JSValue angle2js(double g) {
return number2js(g*HMM_RadToTurn);
}
double js2angle(JSValue v) {
double n = js2number(v);
return n * HMM_TurnToRad;
}
void *js2ptr(JSValue v) { return JS_GetOpaque(v,js_ptr_id); }
JSValue ptr2js(void *ptr) {
@ -670,20 +691,21 @@ JSC_CCALL(render_end_pass, sg_end_pass())
JSC_SCALL(render_text_size, ret = bb2js(text_bb(str, js2number(argv[1]), js2number(argv[2]), 1)))
JSC_CCALL(render_set_camera,
JSValue cam = argv[0];
HMM_Mat4 transform2view(transform *t)
{
HMM_Vec3 look = HMM_AddV3(t->pos, transform_direction(t, vFWD));
return HMM_LookAt_LH(t->pos, look, vUP);
}
HMM_Mat4 camera2projection(JSValue cam) {
int ortho = js2boolean(js_getpropstr(cam, "ortho"));
float near = js2number(js_getpropstr(cam, "near"));
float far = js2number(js_getpropstr(cam, "far"));
float fov = js2number(js_getpropstr(cam, "fov"))*HMM_DegToRad;
HMM_Vec2 size = js2vec2(js_getpropstr(cam,"size"));
transform *t = js2transform(js_getpropstr(cam, "transform"));
HMM_Vec3 look = HMM_AddV3(t->pos, transform_direction(t, vFWD));
globalview.v = HMM_LookAt_LH(t->pos, look, vUP);
if (ortho)
globalview.p = HMM_Orthographic_Metal(
return HMM_Orthographic_Metal(
-size.x/2,
size.x/2,
#ifdef SOKOL_GLCORE //flipping orthographic Y if opengl
@ -697,8 +719,20 @@ JSC_CCALL(render_set_camera,
far
);
else
globalview.p = HMM_Perspective_Metal(fov, size.x/size.y, near, far);
return HMM_Perspective_Metal(fov, size.x/size.y, near, far);
}
JSC_CCALL(render_camera_screen2world,
HMM_Mat4 view = transform2view(js2transform(js_getpropstr(argv[0], "transform")));
view = HMM_InvGeneralM4(view);
HMM_Vec4 p = js2vec4(argv[1]);
return vec42js(HMM_MulM4V4(view, p));
)
JSC_CCALL(render_set_camera,
JSValue cam = argv[0];
globalview.p = camera2projection(argv[0]);
globalview.v = transform2view(js2transform(js_getpropstr(cam, "transform")));
globalview.vp = HMM_MulM4(globalview.p, globalview.v);
)
@ -918,6 +952,7 @@ JSC_CCALL(render_screencolor,
static const JSCFunctionListEntry js_render_funcs[] = {
MIST_FUNC_DEF(render, flushtext, 0),
MIST_FUNC_DEF(render, camera_screen2world, 2),
MIST_FUNC_DEF(render, viewport, 4),
MIST_FUNC_DEF(render, end_pass, 0),
MIST_FUNC_DEF(render, commit, 0),
@ -1165,7 +1200,7 @@ JSValue js_io_slurpbytes(JSContext *js, JSValue this, int argc, JSValue *argv)
{
char *f = js2str(argv[0]);
size_t len;
char *d = slurp_file(f,&len);
unsigned char *d = slurp_file(f,&len);
JSValue ret = JS_NewArrayBufferCopy(js,d,len);
JS_FreeCString(js,f);
free(d);
@ -1191,14 +1226,13 @@ JSValue js_io_slurpwrite(JSContext *js, JSValue this, int argc, JSValue *argv)
{
char *f = js2str(argv[0]);
size_t len;
const char *data;
JSValue ret;
if (JS_IsString(argv[1])) {
data = JS_ToCStringLen(js, &len, argv[1]);
char *data = JS_ToCStringLen(js, &len, argv[1]);
ret = number2js(slurp_write(data, f, len));
JS_FreeCString(js,data);
} else {
data = JS_GetArrayBuffer(js, &len, argv[1]);
unsigned char *data = JS_GetArrayBuffer(js, &len, argv[1]);
ret = number2js(slurp_write(data, f, len));
}
@ -1297,7 +1331,7 @@ JSC_CCALL(physics_ray_query,
static void point_query_fn(cpShape *shape, float dist, cpVect point, JSValue *cb)
{
JSValue argv[3] = {
JS_DupValue(js,*(JSValue*)cpShapeGetUserData(shape)),
JS_DupValue(js,cpShape2js(shape)),
vec22js((HMM_Vec2)point),
number2js(dist)
};
@ -1325,10 +1359,40 @@ JSC_CCALL(physics_point_query_nearest,
return pointinfo2js(info);
)
void space_shape_fn(cpShape *shape, JSValue *fn) {
JSValue v = *(JSValue*)cpShapeGetUserData(shape);
script_call_sym(*fn, 1, &v);
}
JSC_CCALL(physics_eachshape,
JSValue fn = argv[0];
cpSpaceEachShape(space, space_shape_fn, &fn);
)
void space_body_fn(cpBody *body, JSValue *fn) {
JSValue v = body2go(body)->ref;
script_call_sym(*fn, 1, &v);
}
JSC_CCALL(physics_eachbody,
JSValue fn = argv[0];
cpSpaceEachBody(space, space_body_fn, &fn);
)
void space_constraint_fn(cpConstraint *c, JSValue *fn) {
JSValue v = *(JSValue*)cpConstraintGetUserData(c);
script_call_sym(*fn, 1, &v);
}
JSC_CCALL(physics_eachconstraint,
JSValue fn = argv[0];
cpSpaceEachConstraint(space, space_constraint_fn, &fn);
)
#define SPACE_GETSET(ENTRY, CPENTRY, TYPE) \
JSC_CCALL(physics_get_##ENTRY, return TYPE##2js(cpSpaceGet##CPENTRY (space))) \
JSValue js_physics_set_##ENTRY (JS_SETSIG) { \
cpSpaceSet##CPENTRY(space, js2##TYPE(val)); \
cpSpaceSet##CPENTRY(space, js2##TYPE(val)); return JS_UNDEFINED; \
} \
SPACE_GETSET(iterations, Iterations, number)
@ -1347,6 +1411,9 @@ static const JSCFunctionListEntry js_physics_funcs[] = {
MIST_FUNC_DEF(physics, closest_point, 3),
MIST_FUNC_DEF(physics, make_damp, 0),
MIST_FUNC_DEF(physics, make_gravity, 0),
MIST_FUNC_DEF(physics, eachbody, 1),
MIST_FUNC_DEF(physics, eachshape, 1),
MIST_FUNC_DEF(physics, eachconstraint, 1),
CGETSET_ADD(physics, iterations),
CGETSET_ADD(physics, idle_speed),
CGETSET_ADD(physics, sleep_time),
@ -1392,7 +1459,7 @@ JSC_CCALL(transform_lookat,
JSC_CCALL(transform_rotate,
HMM_Vec3 axis = js2vec3(argv[0]);
transform *t = js2transform(this);
HMM_Quat rot = HMM_QFromAxisAngle_LH(axis, js2number(argv[1]));
HMM_Quat rot = HMM_QFromAxisAngle_LH(axis, js2angle(argv[1]));
t->rotation = HMM_MulQ(t->rotation,rot);
)
@ -1408,7 +1475,7 @@ static const JSCFunctionListEntry js_transform_funcs[] = {
MIST_FUNC_DEF(transform, move, 1),
MIST_FUNC_DEF(transform, rotate, 2),
MIST_FUNC_DEF(transform, lookat, 1),
MIST_FUNC_DEF(transform, direction, 1)
MIST_FUNC_DEF(transform, direction, 1),
};
JSC_GETSET(dsp_node, pass, boolean)
@ -1481,12 +1548,12 @@ JSValue js_gameobject_set_pos(JSContext *js, JSValue this, JSValue val) {
return JS_UNDEFINED;
}
JSValue js_gameobject_get_pos(JSContext *js, JSValue this) { return cvec22js(cpBodyGetPosition(js2gameobject(this)->body)); }
JSValue js_gameobject_set_angle (JSContext *js, JSValue this, JSValue val) { cpBodySetAngle(js2gameobject(this)->body, HMM_TurnToRad*js2number(val)); return JS_UNDEFINED; }
JSValue js_gameobject_get_angle (JSContext *js, JSValue this) { return number2js(HMM_RadToTurn*cpBodyGetAngle(js2gameobject(this)->body)); }
JSValue js_gameobject_set_angle (JSContext *js, JSValue this, JSValue val) { cpBodySetAngle(js2gameobject(this)->body, js2angle(val)); return JS_UNDEFINED; }
JSValue js_gameobject_get_angle (JSContext *js, JSValue this) { return angle2js(cpBodyGetAngle(js2gameobject(this)->body)); }
JSC_GETSET_BODY(velocity, Velocity, cvec2)
JSValue js_gameobject_set_angularvelocity (JSContext *js, JSValue this, JSValue val) { cpBodySetAngularVelocity(js2gameobject(this)->body, HMM_TurnToRad*js2number(val)); return JS_UNDEFINED;}
JSValue js_gameobject_get_angularvelocity (JSContext *js, JSValue this) { return number2js(HMM_RadToTurn*cpBodyGetAngularVelocity(js2gameobject(this)->body)); }
//JSC_GETSET_BODY(moi, Moment, number)
JSValue js_gameobject_set_angularvelocity (JSContext *js, JSValue this, JSValue val) { cpBodySetAngularVelocity(js2gameobject(this)->body, js2angle(val)); return JS_UNDEFINED;}
JSValue js_gameobject_get_angularvelocity (JSContext *js, JSValue this) { return angle2js(cpBodyGetAngularVelocity(js2gameobject(this)->body)); }
JSC_GETSET_BODY(moi, Moment, number)
JSC_GETSET_BODY(torque, Torque, number)
JSC_CCALL(gameobject_impulse, cpBodyApplyImpulseAtWorldPoint(js2gameobject(this)->body, js2vec2(argv[0]).cp, cpBodyGetPosition(js2gameobject(this)->body)))
JSC_CCALL(gameobject_force, cpBodyApplyForceAtWorldPoint(js2gameobject(this)->body, js2vec2(argv[0]).cp, cpBodyGetPosition(js2gameobject(this)->body)))
@ -1505,7 +1572,7 @@ JSC_CCALL(gameobject_wake, cpBodyActivate(js2gameobject(this)->body))
JSC_CCALL(gameobject_selfsync, gameobject_apply(js2gameobject(this)))
void body_shape_fn(cpBody *body, cpShape *shape, JSValue *fn) {
JSValue v = cpShape2js(shape);
JSValue v = *(JSValue*)cpShapeGetUserData(shape);
script_call_sym(*fn, 1, &v);
}
@ -1515,6 +1582,32 @@ JSC_CCALL(gameobject_eachshape,
cpBodyEachShape(g->body, body_shape_fn, &fn);
)
void body_constraint_fn(cpBody *body, cpConstraint *c, JSValue *fn) {
JSValue v = *(JSValue*)cpConstraintGetUserData(c);
script_call_sym(*fn, 1, &v);
}
JSC_CCALL(gameobject_eachconstraint,
gameobject *g = js2gameobject(this);
JSValue fn = argv[0];
cpBodyEachConstraint(g->body, body_constraint_fn, &fn);
)
void body_arbiter_fn(cpBody *body, cpArbiter *arb, JSValue *fn) {
JSValue v = arb2js(arb);
script_call_sym(*fn, 1, &v);
}
JSC_CCALL(gameobject_eacharbiter,
gameobject *g = js2gameobject(this);
JSValue fn = argv[0];
cpBodyEachArbiter(g->body, body_arbiter_fn, &fn);
)
JSC_CCALL(gameobject_transform,
return JS_DupValue(js, transform2js(js2gameobject(this)->t));
)
static const JSCFunctionListEntry js_gameobject_funcs[] = {
CGETSET_ADD(gameobject, pos),
CGETSET_ADD(gameobject, angle),
@ -1527,7 +1620,7 @@ static const JSCFunctionListEntry js_gameobject_funcs[] = {
CGETSET_ADD(gameobject,warp_mask),
CGETSET_ADD(gameobject, velocity),
CGETSET_ADD(gameobject, angularvelocity),
// CGETSET_ADD(gameobject, moi),
CGETSET_ADD(gameobject, moi),
CGETSET_ADD(gameobject, phys),
CGETSET_ADD(gameobject, torque),
MIST_FUNC_DEF(gameobject, impulse, 1),
@ -1535,21 +1628,221 @@ static const JSCFunctionListEntry js_gameobject_funcs[] = {
MIST_FUNC_DEF(gameobject, force_local, 2),
MIST_FUNC_DEF(gameobject, selfsync, 0),
MIST_FUNC_DEF(gameobject, eachshape, 1),
MIST_FUNC_DEF(gameobject, eachconstraint, 1),
MIST_FUNC_DEF(gameobject, eacharbiter, 1),
MIST_FUNC_DEF(gameobject, sleep, 0),
MIST_FUNC_DEF(gameobject, sleeping, 0),
MIST_FUNC_DEF(gameobject, wake, 0)
MIST_FUNC_DEF(gameobject, wake, 0),
MIST_FUNC_DEF(gameobject, transform, 0),
};
JSC_CCALL(joint_pin, return constraint2js(constraint_make(cpPinJointNew(js2gameobject(argv[0])->body, js2gameobject(argv[1])->body, cpvzero,cpvzero))))
JSC_CCALL(joint_pivot, return constraint2js(constraint_make(cpPivotJointNew(js2gameobject(argv[0])->body, js2gameobject(argv[1])->body,js2vec2(argv[2]).cp))))
JSC_CCALL(joint_gear, return constraint2js(constraint_make(cpGearJointNew(js2gameobject(argv[0])->body, js2gameobject(argv[1])->body, js2number(argv[2]), js2number(argv[3])))))
JSC_CCALL(joint_rotary, return constraint2js(constraint_make(cpRotaryLimitJointNew(js2gameobject(argv[0])->body, js2gameobject(argv[1])->body, js2number(argv[2]), js2number(argv[3])))))
JSC_CCALL(joint_damped_rotary, return constraint2js(constraint_make(cpDampedRotarySpringNew(js2gameobject(argv[0])->body, js2gameobject(argv[1])->body, js2number(argv[2]), js2number(argv[3]), js2number(argv[4])))))
JSC_CCALL(joint_damped_spring, return constraint2js(constraint_make(cpDampedSpringNew(js2gameobject(argv[0])->body, js2gameobject(argv[1])->body, js2vec2(argv[2]).cp, js2vec2(argv[3]).cp, js2number(argv[4]), js2number(argv[5]), js2number(argv[6])))))
JSC_CCALL(joint_groove, return constraint2js(constraint_make(cpGrooveJointNew(js2gameobject(argv[0])->body, js2gameobject(argv[1])->body, js2vec2(argv[2]).cp, js2vec2(argv[3]).cp, js2vec2(argv[4]).cp))))
JSC_CCALL(joint_slide, return constraint2js(constraint_make(cpSlideJointNew(js2gameobject(argv[0])->body, js2gameobject(argv[1])->body, js2vec2(argv[2]).cp, js2vec2(argv[3]).cp, js2number(argv[4]), js2number(argv[5])))))
JSC_CCALL(joint_ratchet, return constraint2js(constraint_make(cpRatchetJointNew(js2body(argv[0]), js2body(argv[1]), js2number(argv[2]), js2number(argv[3])))))
JSC_CCALL(joint_motor, return constraint2js(constraint_make(cpSimpleMotorNew(js2body(argv[0]), js2body(argv[1]), js2number(argv[2])))))
#define CC_GETSET(CPTYPE, CP, ENTRY, CPENTRY, TYPE) \
JSC_CCALL(CP##_get_##ENTRY, return TYPE##2js(CP##Get##CPENTRY (js2##CPTYPE(this)))) \
JSValue js_##CP##_set_##ENTRY (JSContext *js, JSValue this, JSValue val) { \
CP##Set##CPENTRY (js2##CPTYPE(this), js2##TYPE (val)); \
return JS_UNDEFINED; \
} \
#define CNST_GETSET(ENTRY,CPENTRY,TYPE) CC_GETSET(cpConstraint, cpConstraint, ENTRY, CPENTRY, TYPE)
CNST_GETSET(max_force, MaxForce, number)
CNST_GETSET(max_bias, MaxBias, number)
CNST_GETSET(error_bias, ErrorBias, number)
CNST_GETSET(collide_bodies, CollideBodies, boolean)
JSC_CCALL(cpConstraint_broken, return boolean2js(cpSpaceContainsConstraint(space, js2cpConstraint(this))))
JSC_CCALL(cpConstraint_break,
if (cpSpaceContainsConstraint(space, js2cpConstraint(this)))
cpSpaceRemoveConstraint(space, js2cpConstraint(this));
)
JSC_CCALL(cpConstraint_bodyA,
cpBody *b = cpConstraintGetBodyA(js2cpConstraint(this));
gameobject *go = body2go(b);
return JS_DupValue(js,gameobject2js(go));
)
JSC_CCALL(cpConstraint_bodyB,
cpBody *b = cpConstraintGetBodyB(js2cpConstraint(this));
gameobject *go = body2go(b);
return JS_DupValue(js,gameobject2js(go));
)
static const JSCFunctionListEntry js_cpConstraint_funcs[] = {
MIST_FUNC_DEF(cpConstraint, bodyA, 0),
MIST_FUNC_DEF(cpConstraint, bodyB, 0),
CGETSET_ADD(cpConstraint, max_force),
CGETSET_ADD(cpConstraint, max_bias),
CGETSET_ADD(cpConstraint, error_bias),
CGETSET_ADD(cpConstraint, collide_bodies),
MIST_FUNC_DEF(cpConstraint, broken, 0),
MIST_FUNC_DEF(cpConstraint, break, 0)
};
JSValue prep_constraint(cpConstraint *c)
{
JSValue ret = cpConstraint2js(c);
JSValue *cb = malloc(sizeof(JSValue));
*cb = ret;
cpConstraintSetUserData(c, cb);
return ret;
}
CC_GETSET(cpConstraint, cpPinJoint, distance, Dist, number)
CC_GETSET(cpConstraint, cpPinJoint, anchor_a, AnchorA, cvec2)
CC_GETSET(cpConstraint, cpPinJoint, anchor_b, AnchorB, cvec2)
static const JSCFunctionListEntry js_pin_funcs[] = {
CGETSET_ADD(cpPinJoint, distance),
CGETSET_ADD(cpPinJoint, anchor_a),
CGETSET_ADD(cpPinJoint, anchor_b)
};
JSC_CCALL(joint_pin,
if (JS_IsUndefined(argv[0])) return JS_DupValue(js,js_pin);
ret = prep_constraint(cpSpaceAddConstraint(space, cpPinJointNew(js2gameobject(argv[0])->body, js2gameobject(argv[1])->body, cpvzero,cpvzero)));
JS_SetPrototype(js, ret, js_pin);
)
CC_GETSET(cpConstraint, cpPivotJoint, anchor_a, AnchorA, cvec2)
CC_GETSET(cpConstraint, cpPivotJoint, anchor_b, AnchorB, cvec2)
static const JSCFunctionListEntry js_pivot_funcs[] = {
CGETSET_ADD(cpPivotJoint, anchor_a),
CGETSET_ADD(cpPivotJoint, anchor_b)
};
JSC_CCALL(joint_pivot,
if (JS_IsUndefined(argv[0])) return JS_DupValue(js,js_pivot);
ret = prep_constraint(cpSpaceAddConstraint(space, cpPivotJointNew(js2gameobject(argv[0])->body, js2gameobject(argv[1])->body,js2vec2(argv[2]).cp)));
JS_SetPrototype(js, ret, js_pivot);
)
CC_GETSET(cpConstraint, cpGearJoint, phase, Phase, angle)
CC_GETSET(cpConstraint, cpGearJoint, ratio, Ratio, number)
static const JSCFunctionListEntry js_gear_funcs[] = {
CGETSET_ADD(cpGearJoint, phase),
CGETSET_ADD(cpGearJoint, ratio)
};
JSC_CCALL(joint_gear,
if (JS_IsUndefined(argv[0])) return JS_DupValue(js,js_gear);
ret = prep_constraint(cpSpaceAddConstraint(space, cpGearJointNew(js2gameobject(argv[0])->body, js2gameobject(argv[1])->body, js2number(argv[2]), js2number(argv[3]))));
JS_SetPrototype(js, ret, js_gear);
)
CC_GETSET(cpConstraint, cpRotaryLimitJoint, min, Min, number)
CC_GETSET(cpConstraint, cpRotaryLimitJoint, max, Max, number)
static const JSCFunctionListEntry js_rotary_funcs[] = {
CGETSET_ADD(cpRotaryLimitJoint, min),
CGETSET_ADD(cpRotaryLimitJoint, max)
};
JSC_CCALL(joint_rotary,
if (JS_IsUndefined(argv[0])) return JS_DupValue(js,js_rotary);
ret = prep_constraint(cpSpaceAddConstraint(space, cpRotaryLimitJointNew(js2gameobject(argv[0])->body, js2gameobject(argv[1])->body, js2number(argv[2]), js2number(argv[3]))));
JS_SetPrototype(js, ret, js_rotary);
)
CC_GETSET(cpConstraint, cpDampedRotarySpring, rest_angle, RestAngle, number)
CC_GETSET(cpConstraint, cpDampedRotarySpring, stiffness, Stiffness, number)
CC_GETSET(cpConstraint, cpDampedRotarySpring, damping, Damping, number)
static const JSCFunctionListEntry js_damped_rotary_funcs[] = {
CGETSET_ADD(cpDampedRotarySpring, rest_angle),
CGETSET_ADD(cpDampedRotarySpring, stiffness),
CGETSET_ADD(cpDampedRotarySpring, damping)
};
JSC_CCALL(joint_damped_rotary,
if (JS_IsUndefined(argv[0])) return JS_DupValue(js,js_damped_rotary);
ret = prep_constraint(cpSpaceAddConstraint(space, cpDampedRotarySpringNew(js2gameobject(argv[0])->body, js2gameobject(argv[1])->body, js2number(argv[2]), js2number(argv[3]), js2number(argv[4]))));
JS_SetPrototype(js, ret, js_damped_rotary);
)
CC_GETSET(cpConstraint, cpDampedSpring, anchor_a, AnchorA, cvec2)
CC_GETSET(cpConstraint, cpDampedSpring, anchor_b, AnchorB, cvec2)
CC_GETSET(cpConstraint, cpDampedSpring, rest_length, RestLength, number)
CC_GETSET(cpConstraint, cpDampedSpring, stiffness, Stiffness, number)
CC_GETSET(cpConstraint, cpDampedSpring, damping, Damping, number)
static const JSCFunctionListEntry js_damped_spring_funcs[] = {
CGETSET_ADD(cpDampedSpring, anchor_a),
CGETSET_ADD(cpDampedSpring, anchor_b),
CGETSET_ADD(cpDampedSpring, rest_length),
CGETSET_ADD(cpDampedSpring, stiffness),
CGETSET_ADD(cpDampedSpring, damping)
};
JSC_CCALL(joint_damped_spring,
if (JS_IsUndefined(argv[0])) return JS_DupValue(js,js_damped_spring);
ret = prep_constraint(cpSpaceAddConstraint(space, cpDampedSpringNew(js2gameobject(argv[0])->body, js2gameobject(argv[1])->body, js2vec2(argv[2]).cp, js2vec2(argv[3]).cp, js2number(argv[4]), js2number(argv[5]), js2number(argv[6]))));
JS_SetPrototype(js, ret, js_damped_spring);
)
CC_GETSET(cpConstraint, cpGrooveJoint, groove_a, GrooveA, cvec2)
CC_GETSET(cpConstraint, cpGrooveJoint, groove_b, GrooveB, cvec2)
CC_GETSET(cpConstraint, cpGrooveJoint, anchor_b, AnchorB, cvec2)
static const JSCFunctionListEntry js_groove_funcs[] = {
CGETSET_ADD(cpGrooveJoint, groove_a),
CGETSET_ADD(cpGrooveJoint, groove_b),
CGETSET_ADD(cpGrooveJoint, anchor_b)
};
JSC_CCALL(joint_groove,
if (JS_IsUndefined(argv[0])) return JS_DupValue(js,js_groove);
ret = prep_constraint(cpSpaceAddConstraint(space, cpGrooveJointNew(js2gameobject(argv[0])->body, js2gameobject(argv[1])->body, js2vec2(argv[2]).cp, js2vec2(argv[3]).cp, js2vec2(argv[4]).cp)));
JS_SetPrototype(js, ret, js_groove);
)
CC_GETSET(cpConstraint, cpSlideJoint, anchor_a, AnchorA, cvec2)
CC_GETSET(cpConstraint, cpSlideJoint, anchor_b, AnchorB, cvec2)
CC_GETSET(cpConstraint, cpSlideJoint, min, Min, number)
CC_GETSET(cpConstraint, cpSlideJoint, max, Max, number)
static const JSCFunctionListEntry js_slide_funcs[] = {
CGETSET_ADD(cpSlideJoint, anchor_a),
CGETSET_ADD(cpSlideJoint, anchor_b),
CGETSET_ADD(cpSlideJoint, min),
CGETSET_ADD(cpSlideJoint, max)
};
JSC_CCALL(joint_slide,
if (JS_IsUndefined(argv[0])) return JS_DupValue(js,js_slide);
ret = prep_constraint(cpSpaceAddConstraint(space, cpSlideJointNew(js2gameobject(argv[0])->body, js2gameobject(argv[1])->body, js2vec2(argv[2]).cp, js2vec2(argv[3]).cp, js2number(argv[4]), js2number(argv[5]))));
JS_SetPrototype(js, ret, js_slide);
)
CC_GETSET(cpConstraint, cpRatchetJoint, angle, Angle, angle)
CC_GETSET(cpConstraint, cpRatchetJoint, phase, Phase, angle)
CC_GETSET(cpConstraint, cpRatchetJoint, ratchet, Ratchet, number)
static const JSCFunctionListEntry js_ratchet_funcs[] = {
CGETSET_ADD(cpRatchetJoint, angle),
CGETSET_ADD(cpRatchetJoint, phase),
CGETSET_ADD(cpRatchetJoint, ratchet)
};
JSC_CCALL(joint_ratchet,
if (JS_IsUndefined(argv[0])) return JS_DupValue(js,js_ratchet);
ret = prep_constraint(cpSpaceAddConstraint(space, cpRatchetJointNew(js2body(argv[0]), js2body(argv[1]), js2number(argv[2]), js2number(argv[3]))));
JS_SetPrototype(js, ret, js_ratchet);
)
CC_GETSET(cpConstraint, cpSimpleMotor, rate, Rate, angle)
static const JSCFunctionListEntry js_motor_funcs[] = {
CGETSET_ADD(cpSimpleMotor, rate)
};
JSC_CCALL(joint_motor,
if (JS_IsUndefined(argv[0])) return JS_DupValue(js,js_motor);
ret = prep_constraint(cpSpaceAddConstraint(space, cpSimpleMotorNew(js2body(argv[0]), js2body(argv[1]), js2number(argv[2]))));
JS_SetPrototype(js, ret, js_motor);
)
static const JSCFunctionListEntry js_joint_funcs[] = {
MIST_FUNC_DEF(joint, pin, 2),
@ -1648,27 +1941,6 @@ static const JSCFunctionListEntry js_font_funcs[] = {
MIST_GET(font, height),
};
JSValue js_constraint_set_max_force (JSContext *js, JSValue this, JSValue val) {
cpConstraintSetMaxForce(js2constraint(this)->c, js2number(val));
return JS_UNDEFINED;
}
JSValue js_constraint_get_max_force(JSContext *js, JSValue this) { return number2js(cpConstraintGetMaxForce(js2constraint(this)->c));
}
JSValue js_constraint_set_collide (JSContext *js, JSValue this, JSValue val) {
cpConstraintSetCollideBodies(js2constraint(this)->c, js2boolean(val));
return JS_UNDEFINED;
}
JSValue js_constraint_get_collide(JSContext *js, JSValue this) { return boolean2js(cpConstraintGetCollideBodies(js2constraint(this)->c));
}
static const JSCFunctionListEntry js_constraint_funcs[] = {
CGETSET_ADD(constraint, max_force),
CGETSET_ADD(constraint, collide),
};
const char *STRTEST = "TEST STRING";
JSC_CCALL(performance_barecall,)
@ -1706,7 +1978,7 @@ JSValue js_nota_encode(JSContext *js, JSValue this, int argc, JSValue *argv)
char nota[1024*1024]; // 1MB
char *e = js_do_nota_encode(obj, nota);
return JS_NewArrayBufferCopy(js, nota, e-nota);
return JS_NewArrayBufferCopy(js, (unsigned char*)nota, e-nota);
}
JSValue js_nota_decode(JSContext *js, JSValue this, int argc, JSValue *argv)
@ -1714,9 +1986,9 @@ JSValue js_nota_decode(JSContext *js, JSValue this, int argc, JSValue *argv)
if (argc < 1) return JS_UNDEFINED;
size_t len;
char *nota = JS_GetArrayBuffer(js, &len, argv[0]);
unsigned char *nota = JS_GetArrayBuffer(js, &len, argv[0]);
JSValue ret;
js_do_nota_decode(&ret, nota);
js_do_nota_decode(&ret, (char*)nota);
return ret;
}
@ -1773,12 +2045,16 @@ JSC_CCALL(os_make_gameobject,
#define CP_GETSET(ENTRY, CPENTRY, TYPE) \
JSC_CCALL(cpShape_get_##ENTRY, return TYPE##2js(cpShapeGet##CPENTRY (js2cpShape(this)))) \
JSValue js_cpShape_set_##ENTRY (JSContext *js, JSValue this, JSValue val) { \
cpShapeSet##CPENTRY (js2cpShape(this), js2##TYPE (val)); \
cpShapeSet##CPENTRY (js2cpShape(this), js2##TYPE (val)); return JS_UNDEFINED; \
} \
CP_GETSET(sensor, Sensor, boolean)
CP_GETSET(friction, Friction, number)
CP_GETSET(elasticity, Elasticity, number)
CP_GETSET(mass, Mass, number)
JSC_CCALL(cpShape_area, return number2js(cpShapeGetArea(js2cpShape(this))))
JSC_CCALL(cpShape_get_surface_velocity, return vec22js((HMM_Vec2)cpShapeGetSurfaceVelocity(js2cpShape(this))))
JSValue js_cpShape_set_surface_velocity(JS_SETSIG) {
HMM_Vec2 v = js2vec2(val);
@ -1802,6 +2078,12 @@ JSValue js_cpShape_set_category (JS_SETSIG) {
return JS_UNDEFINED;
}
JSC_CCALL(cpShape_body,
cpBody *b = cpShapeGetBody(js2cpShape(this));
gameobject *go = body2go(b);
return JS_DupValue(js,gameobject2js(go));
)
static const JSCFunctionListEntry js_cpShape_funcs[] = {
CGETSET_ADD(cpShape, sensor),
CGETSET_ADD(cpShape, friction),
@ -1809,14 +2091,19 @@ static const JSCFunctionListEntry js_cpShape_funcs[] = {
CGETSET_ADD(cpShape, surface_velocity),
CGETSET_ADD(cpShape, mask),
CGETSET_ADD(cpShape, category),
CGETSET_ADD(cpShape, mass),
MIST_FUNC_DEF(cpShape, area, 0),
MIST_FUNC_DEF(cpShape, body, 0),
};
JSValue js_circle2d_set_radius(JSContext *js, JSValue this, JSValue val) {
cpCircleShapeSetRadius(js2cpShape(this), js2number(val));
return JS_UNDEFINED;
}
JSC_CCALL(circle2d_get_radius, return number2js(cpCircleShapeGetRadius(js2cpShape(this))))
JSValue js_circle2d_set_offset(JSContext *js, JSValue this, JSValue val) {
cpCircleShapeSetOffset(js2cpShape(this), js2vec2(val).cp);
return JS_UNDEFINED;
}
JSC_CCALL(circle2d_get_offset, return vec22js((HMM_Vec2)cpCircleShapeGetOffset(js2cpShape(this))))
@ -1828,12 +2115,11 @@ static const JSCFunctionListEntry js_circle2d_funcs[] = {
JSValue prep_cpshape(cpShape *shape, gameobject *go)
{
cpSpaceAddShape(space, shape);
// cpShapeSetFilter(shape, (cpShapeFilter) {
// .group = (cpGroup)go,
// .mask = CP_ALL_CATEGORIES,
// .categories = CP_ALL_CATEGORIES
// });
cpShapeSetFilter(shape, CP_SHAPE_FILTER_ALL);
cpShapeSetFilter(shape, (cpShapeFilter) {
.group = (cpGroup)go,
.mask = CP_ALL_CATEGORIES,
.categories = CP_ALL_CATEGORIES
});
cpShapeSetCollisionType(shape, (cpCollisionType)go);
JSValue ret = cpShape2js(shape);
@ -1844,6 +2130,7 @@ JSValue prep_cpshape(cpShape *shape, gameobject *go)
}
JSC_CCALL(os_make_circle2d,
if (JS_IsUndefined(argv[0])) return JS_DupValue(js,js_circle2d);
gameobject *go = js2gameobject(argv[0]);
cpShape *shape = cpCircleShapeNew(go->body, 10, (cpVect){0,0});
ret = prep_cpshape(shape,go);
@ -1867,6 +2154,7 @@ JSC_CCALL(poly2d_setverts,
JSValue js_poly2d_set_radius(JSContext *js, JSValue this, JSValue val) {
cpPolyShapeSetRadius(js2cpShape(this), js2number(val));
return JS_UNDEFINED;
}
JSC_CCALL(poly2d_get_radius, return number2js(cpPolyShapeGetRadius(js2cpShape(this))))
@ -1876,6 +2164,7 @@ static const JSCFunctionListEntry js_poly2d_funcs[] = {
};
JSC_CCALL(os_make_poly2d,
if (JS_IsUndefined(argv[0])) return JS_DupValue(js, js_poly2d);
gameobject *go = js2gameobject(argv[0]);
cpShape *shape = cpPolyShapeNew(go->body, 0, NULL, (cpTransform){0}, 0);
ret = prep_cpshape(shape,go);
@ -1891,6 +2180,7 @@ JSC_CCALL(seg2d_set_endpoints,
JSValue js_seg2d_set_radius(JSContext *js, JSValue this, JSValue val) {
cpSegmentShapeSetRadius(js2cpShape(this), js2number(val));
return JS_UNDEFINED;
}
JSC_CCALL(seg2d_get_radius, return number2js(cpSegmentShapeGetRadius(js2cpShape(this))))
@ -1907,6 +2197,7 @@ static const JSCFunctionListEntry js_seg2d_funcs[] = {
};
JSC_CCALL(os_make_seg2d,
if (JS_IsUndefined(argv[0])) return JS_DupValue(js,js_seg2d);
gameobject *go = js2gameobject(argv[0]);
cpShape *shape = cpSegmentShapeNew(go->body, (cpVect){0,0}, (cpVect){0,0}, 0);
ret = prep_cpshape(shape,go);
@ -2168,12 +2459,17 @@ static const JSCFunctionListEntry js_os_funcs[] = {
#include "steam.h"
#define JSSTATIC(NAME, PARENT) \
js_##NAME = JS_NewObject(js); \
JS_SetPropertyFunctionList(js, js_##NAME, js_##NAME##_funcs, countof(js_##NAME##_funcs)); \
JS_SetPrototype(js, js_##NAME, PARENT); \
void ffi_load() {
JSUNDEF = JS_UNDEFINED;
globalThis = JS_GetGlobalObject(js);
QJSCLASSPREP(ptr);
QJSCLASSPREP(sg_buffer);
QJSGLOBALCLASS(os);
QJSCLASSPREP_FUNCS(gameobject);
@ -2184,7 +2480,7 @@ void ffi_load() {
QJSCLASSPREP_FUNCS(warp_damp);
QJSCLASSPREP_FUNCS(texture);
QJSCLASSPREP_FUNCS(font);
QJSCLASSPREP_FUNCS(constraint);
QJSCLASSPREP_FUNCS(cpConstraint);
QJSCLASSPREP_FUNCS(window);
QJSCLASSPREP_FUNCS(datastream);
QJSCLASSPREP_FUNCS(cpShape);
@ -2221,17 +2517,20 @@ void ffi_load() {
JS_SetPropertyFunctionList(js, sound_proto, js_sound_funcs, countof(js_sound_funcs));
JS_SetPrototype(js, sound_proto, dsp_node_proto);
js_circle2d = JS_NewObject(js);
JS_SetPropertyFunctionList(js, js_circle2d, js_circle2d_funcs, countof(js_circle2d_funcs));
JS_SetPrototype(js, js_circle2d, cpShape_proto);
JSSTATIC(circle2d, cpShape_proto)
JSSTATIC(poly2d, cpShape_proto)
JSSTATIC(seg2d, cpShape_proto)
js_poly2d = JS_NewObject(js);
JS_SetPropertyFunctionList(js, js_poly2d, js_poly2d_funcs, countof(js_poly2d_funcs));
JS_SetPrototype(js, js_poly2d, cpShape_proto);
js_seg2d = JS_NewObject(js);
JS_SetPropertyFunctionList(js, js_seg2d, js_seg2d_funcs, countof(js_seg2d_funcs));
JS_SetPrototype(js, js_seg2d, cpShape_proto);
JSSTATIC(pin, cpConstraint_proto)
JSSTATIC(motor, cpConstraint_proto)
JSSTATIC(ratchet, cpConstraint_proto)
JSSTATIC(slide, cpConstraint_proto)
JSSTATIC(pivot, cpConstraint_proto)
JSSTATIC(gear, cpConstraint_proto)
JSSTATIC(rotary, cpConstraint_proto)
JSSTATIC(damped_rotary, cpConstraint_proto)
JSSTATIC(damped_spring, cpConstraint_proto)
JSSTATIC(groove, cpConstraint_proto)
JS_FreeValue(js,globalThis);
}

View file

@ -4,13 +4,14 @@
#include "quickjs/quickjs.h"
#include "HandmadeMath.h"
#include <stdarg.h>
#include <chipmunk/chipmunk.h>
extern JSValue cpShape2js(cpShape *s);
#define MIST_CFUNC_DEF(name, length, func1) { name, JS_PROP_WRITABLE | JS_PROP_CONFIGURABLE | JS_PROP_ENUMERABLE, JS_DEF_CFUNC, 0, .u = { .func = { length, JS_CFUNC_generic, { .generic = func1 } } } }
#define MIST_FUNC_DEF(TYPE, FN, LEN) MIST_CFUNC_DEF(#FN, LEN, js_##TYPE##_##FN)
#define GETFN(ID, ENTRY, TYPE) JSC_CCALL(ID##_##ENTRY, return TYPE##2js(js2##ID (this)->ENTRY))
#define JS_SETSIG JSContext *js, JSValue this, JSValue val
#define JSC_SCALL(NAME, FN) JSC_CCALL(NAME, \
@ -93,8 +94,8 @@ static JSClassDef js_##TYPE##_class = {\
#TYPE,\
.finalizer = js_##TYPE##_finalizer,\
};\
static TYPE *js2##TYPE (JSValue val) { return JS_GetOpaque(val,js_##TYPE##_id); }\
static JSValue TYPE##2js(TYPE *n) { \
TYPE *js2##TYPE (JSValue val) { return JS_GetOpaque(val,js_##TYPE##_id); }\
JSValue TYPE##2js(TYPE *n) { \
JSValue j = JS_NewObjectClass(js,js_##TYPE##_id);\
YughSpam("Created " #TYPE " at %p", n); \
JS_SetOpaque(j,n);\

View file

@ -108,8 +108,8 @@ void mYughLog(int category, int priority, int line, const char *file, const char
void log_print(const char *str)
{
#ifndef NDEBUG
fprintf(stdout, str);
fprintf(writeout, str);
fprintf(stdout, "%s", str);
fprintf(writeout, "%s", str);
fflush(stdout);
#else
printf(str);

View file

@ -327,7 +327,6 @@ struct primitive mesh_add_primitive(cgltf_primitive *prim)
void model_add_cgltf_mesh(mesh *m, cgltf_mesh *gltf_mesh)
{
printf("mesh has %d primitives\n", gltf_mesh->primitives_count);
for (int i = 0; i < gltf_mesh->primitives_count; i++)
arrput(m->primitives, mesh_add_primitive(gltf_mesh->primitives+i));
}
@ -390,6 +389,7 @@ void model_add_cgltf_anim(model *model, cgltf_animation *anim)
case cgltf_animation_path_type_scale:
ach.target = &md->scale;
break;
default: break;
}
ach.sampler = an.samplers+(ch.sampler-anim->samplers);

View file

@ -38,25 +38,10 @@ typedef struct viewstate {
extern viewstate globalview;
struct draw_p {
float x;
float y;
};
struct draw_p3 {
float x;
float y;
float z;
};
#include <chipmunk/chipmunk.h>
void render_init();
void openglRender(HMM_Vec2 usesize);
void opengl_rendermode(enum RenderMode r);
void openglInit3d(struct window *window);
void capture_screen(int x, int y, int w, int h, const char *path);
void gif_rec_start(int w, int h, int cpf, int bitdepth);

View file

@ -261,9 +261,9 @@ void *slurp_file(const char *filename, size_t *size)
void *ret;
if (!access(filename, R_OK))
return os_slurp(filename, size);
else if (ret = mz_zip_reader_extract_file_to_heap(&game_cdb, filename, size, 0))
else if ((ret = mz_zip_reader_extract_file_to_heap(&game_cdb, filename, size, 0)))
return ret;
else if (ret = mz_zip_reader_extract_file_to_heap(&corecdb, filename, size, 0))
else if ((ret = mz_zip_reader_extract_file_to_heap(&corecdb, filename, size, 0)))
return ret;
return NULL;
@ -334,7 +334,7 @@ int mkpath(char *path, mode_t mode)
return 0;
}
int slurp_write(const char *txt, const char *filename, size_t len) {
int slurp_write(void *txt, const char *filename, size_t len) {
FILE *f = fopen(filename, "w");
if (!f) return 1;

View file

@ -25,7 +25,7 @@ void pack_end();
void *slurp_file(const char *filename, size_t *size);
char *slurp_text(const char *filename, size_t *size);
int slurp_write(const char *txt, const char *filename, size_t len);
int slurp_write(void *txt, const char *filename, size_t len);
char *seprint(char *fmt, ...);