Add phys2d raycasting

This commit is contained in:
John Alanbrook 2024-03-26 18:31:20 -05:00
parent c3aa598300
commit 204aa19c50
5 changed files with 31 additions and 5 deletions

View file

@ -14,6 +14,11 @@ OPT ?= 0
INFO :=
LD = $(CC)
STEAM = steam/sdk
STEAMAPI = steam_api
LDFLAGS += -Wl,-rpath=./
ifeq ($(CC), x86_64-w64-mingw32-gcc)
AR = x86_64-w64-mingw32-ar
endif
@ -93,7 +98,9 @@ endif
INFO :=$(INFO)_$(ARCH)
ifeq ($(OS), Windows_NT) # then WINDOWS
PLATFORM := win64
DEPS += resource.o
STEAMAPI := steam_api64
LDFLAGS += -mwin32 -static
CPPFLAGS += -mwin32
LDLIBS += mingw32 kernel32 d3d11 user32 shell32 dxgi gdi32 ws2_32 ole32 winmm setupapi m pthread
@ -122,6 +129,7 @@ else
UNAME != uname -s
ifeq ($(UNAME), Linux) # then LINUX
OS := Linux
PLATFORM := linux64
LDFLAGS += -pthread -rdynamic
LDLIBS += GL pthread c m dl X11 Xi Xcursor EGL asound
INFO :=$(INFO)_linux
@ -147,7 +155,6 @@ OBJS := $(patsubst %.cpp, %$(INFO).o, $(OBJS))
OBJS := $(patsubst %.c, %$(INFO).o,$(OBJS))
OBJS := $(patsubst %.m, %$(INFO).o, $(OBJS))
STEAM = steam/sdk
engineincs != find source/engine -maxdepth 1 -type d
includeflag != find source -type d -name include
@ -163,7 +170,7 @@ NAME = $(APP)$(INFO)$(EXT)
SEM != git describe --tags --abbrev=0
COM != git rev-parse --short HEAD
LDLIBS += steam_api
LDLIBS += $(STEAMAPI)
LDLIBS := $(addprefix -l, $(LDLIBS))
LDPATHS := $(STEAM)/redistributable_bin/$(PLATFORM)
LDPATHS := $(addprefix -L, $(LDPATHS))

View file

@ -116,7 +116,6 @@ Object.mixin(os.sprite(true), {
stop = sp.gameobject.delay(advance, playing.frames[f].time);
}
this.tex(game.texture(playing.path));
console.info(`playing anim: ${json.encode(playing)}`);
advance();
},
stop() {

View file

@ -69,7 +69,7 @@ void bbhit(cpShape *shape, int *data)
qhit++;
}
static cpShapeFilter ff = {
cpShapeFilter allfilter = {
.group = CP_NO_GROUP,
.mask = CP_ALL_CATEGORIES,
.categories = CP_ALL_CATEGORIES,
@ -79,7 +79,7 @@ int query_point(HMM_Vec2 pos)
{
qhit = 0;
// cpSpacePointQuery(space, pos.cp, 0, filter, qpoint, &qhit);
cpSpaceBBQuery(space, cpBBNewForCircle(pos.cp, 2), ff, bbhit, &qhit);
cpSpaceBBQuery(space, cpBBNewForCircle(pos.cp, 2), allfilter, bbhit, &qhit);
return qhit;
}

View file

@ -17,6 +17,8 @@ extern struct rgba kinematic_color;
extern struct rgba static_color;
extern struct rgba sleep_color;
extern cpShapeFilter allfilter;
typedef struct constraint {
cpConstraint *c;
JSValue break_cb; /* function called when it is forcibly broken */
@ -102,6 +104,7 @@ void phys2d_edge_set_enabled(struct phys2d_edge *edge, int enabled);
void phys2d_init();
void phys2d_update(float deltaT);
cpShape *phys2d_query_pos(cpVect pos);
void phys2d_query_ray(HMM_Vec2 start, HMM_Vec2 end, float radius, cpShapeFilter filter, JSValue cb);
gameobject **phys2d_query_box(HMM_Vec2 pos, HMM_Vec2 wh);
struct shape_cb {

View file

@ -1079,11 +1079,28 @@ JSC_CCALL(physics_collide_rm, phys2d_rm_go_handlers(js2gameobject(argv[0])))
JSC_CCALL(physics_collide_separate, js2gameobject(argv[1])->cbs.separate = JS_DupValue(js,argv[0]))
JSC_CCALL(physics_collide_shape, gameobject_add_shape_collider(js2gameobject(argv[1]), JS_DupValue(js,argv[0]), js2ptr(argv[2])))
static void ray_query_fn(cpShape *shape, float t, cpVect n, float a, JSValue *cb)
{
JSValue argv[3] = {
JS_DupValue(js, shape2go(shape)->ref),
vec22js((HMM_Vec2)n),
number2js(a)
};
script_call_sym(*cb, 3, argv);
for (int i = 0; i < 3; i++)
JS_FreeValue(js, argv[i]);
}
JSC_CCALL(physics_ray_query,
cpSpaceSegmentQuery(space, js2vec2(argv[0]).cp, js2vec2(argv[1]).cp, js2number(argv[2]), allfilter, ray_query_fn, &argv[3]);
);
static const JSCFunctionListEntry js_physics_funcs[] = {
MIST_FUNC_DEF(physics, sgscale, 2),
MIST_FUNC_DEF(physics, set_cat_mask, 2),
MIST_FUNC_DEF(physics, box_query, 2),
MIST_FUNC_DEF(physics, pos_query, 2),
MIST_FUNC_DEF(physics, ray_query, 2),
MIST_FUNC_DEF(physics, box_point_query, 3),
MIST_FUNC_DEF(physics, query_shape, 1),
MIST_FUNC_DEF(physics, closest_point, 3),