engine
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7aef7afc90
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5823947fb4
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@ -5,6 +5,11 @@
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#include "mathc.h"
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#include "nuke.h"
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#include "debugdraw.h"
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#include "gameobject.h"
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#include <math.h>
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#include <chipmunk/chipmunk_unsafe.h>
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cpBody *ballBody = NULL;
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cpSpace *space = NULL;
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float phys2d_gravity = -50.f;
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@ -49,13 +54,10 @@ struct phys2d_circle *Make2DCircle(struct mGameObject *go)
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return new;
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}
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void phys2d_circleinit(struct phys2d_circle *circle,
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struct mGameObject *go)
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void phys2d_circleinit(struct phys2d_circle *circle, struct mGameObject *go)
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{
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circle->shape.shape =
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cpSpaceAddShape(space,
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cpCircleShapeNew(go->body, circle->radius,
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cpvzero));
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printf("Initing a circle\n");
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circle->shape.shape = cpSpaceAddShape(space, cpCircleShapeNew(go->body, circle->radius, cpvzero));
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init_phys2dshape(&circle->shape, go);
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}
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@ -67,6 +69,15 @@ void circle_gui(struct phys2d_circle *circle)
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phys2d_applycircle(circle);
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}
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void phys2d_dbgdrawcircle(struct phys2d_circle *circle)
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{
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cpVect p = cpBodyGetPosition(circle->shape.go->body);
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cpVect o = cpCircleShapeGetOffset(circle->shape.shape);
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float d = sqrt(pow(o.x, 2.f) + pow(o.y, 2.f));
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float a = atan2(o.y, o.x) + cpBodyGetAngle(circle->shape.go->body);
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draw_circle(p.x + (d * cos(a)), p.y + (d * sin(a)), cpCircleShapeGetRadius(circle->shape.shape), 1);
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}
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struct phys2d_segment *Make2DSegment(struct mGameObject *go)
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{
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struct phys2d_segment *new = malloc(sizeof(struct phys2d_segment));
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@ -83,10 +94,7 @@ struct phys2d_segment *Make2DSegment(struct mGameObject *go)
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void phys2d_seginit(struct phys2d_segment *seg, struct mGameObject *go)
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{
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seg->shape.shape =
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cpSpaceAddShape(space,
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cpSegmentShapeNew(go->body, cpvzero, cpvzero,
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seg->thickness));
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seg->shape.shape = cpSpaceAddShape(space, cpSegmentShapeNew(go->body, cpvzero, cpvzero, seg->thickness));
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init_phys2dshape(&seg->shape, go);
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}
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@ -127,7 +135,6 @@ void box_gui(struct phys2d_box *box)
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nk_property_float(ctx, "Width", 0.f, &box->w, 1000.f, 1.f, 1.f);
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nk_property_float(ctx, "Height", 0.f, &box->h, 1000.f, 1.f, 1.f);
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nk_property_float2(ctx, "Offset", 0.f, &box->offset, 1.f, 0.01f, 0.01f);
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nk_property_float(ctx, "Radius", 0.f, &box->r, 100.f, 1.f, 0.1f);
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phys2d_applybox(box);
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}
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@ -255,10 +262,7 @@ void edge_gui(struct phys2d_edge *edge)
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phys2d_applyedge(edge);
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}
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#include "debugdraw.h"
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#include "gameobject.h"
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#include <math.h>
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#include <chipmunk/chipmunk_unsafe.h>
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void phys2d_applycircle(struct phys2d_circle *circle)
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{
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@ -332,15 +336,7 @@ void phys2d_applyedge(struct phys2d_edge *edge)
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}
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}
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void phys2d_dbgdrawcircle(struct phys2d_circle *circle)
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{
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cpVect p = cpBodyGetPosition(circle->shape.go->body);
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cpVect o = cpCircleShapeGetOffset(circle->shape.shape);
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float d = sqrt(pow(o.x, 2.f) + pow(o.y, 2.f));
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float a = atan2(o.y, o.x) + cpBodyGetAngle(circle->shape.go->body);
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draw_circle(p.x + (d * cos(a)), p.y + (d * sin(a)),
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cpCircleShapeGetRadius(circle->shape.shape), 1);
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}
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void phys2d_dbgdrawseg(struct phys2d_segment *seg)
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{
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@ -32,8 +32,8 @@ struct phys2d_segment {
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struct phys2d_box {
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float w;
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float h;
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float r;
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float offset[2];
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float r;
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struct phys2d_shape shape;
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};
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@ -963,8 +963,9 @@ void game_stop() { physOn = 0; }
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void game_pause() { physOn = 0; }
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void sprite_gui(struct mSprite *sprite) {
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nuke_nel(2);
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nk_labelf(ctx, NK_TEXT_LEFT, "Path %s", sprite->tex->path);
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// ImGui::SameLine();
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if (nk_button_label(ctx, "Load texture") && selected_asset != NULL) {
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sprite_loadtex(sprite, selected_asset->filename);
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@ -978,10 +979,9 @@ void sprite_gui(struct mSprite *sprite) {
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// if (ImGui::ImageButton ((void *) (intptr_t) sprite->tex->id, ImVec2(50,
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// 50))) {
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}
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nk_property_float2(ctx, "Sprite Position", -1.f, sprite->pos, 0.f, 0.01f,
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0.01f);
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nk_property_float2(ctx, "Sprite Position", -1.f, sprite->pos, 0.f, 0.01f, 0.01f);
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nk_layout_row_dynamic(ctx, 25, 3);
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nuke_nel(3);
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if (nk_button_label(ctx, "C")) {
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sprite->pos[0] = -0.5f;
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sprite->pos[1] = -0.5f;
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@ -89,10 +89,9 @@ void gameobject_save(struct mGameObject *go, FILE * file)
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fwrite(go, sizeof(*go), 1, file);
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vec_store(go->components, file);
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for (int i = 0; i < go->components->len; i++) {
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struct component *c = vec_get(go->components, i);
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fwrite(c, c->datasize, 1, file);
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fwrite(c->data, c->datasize, 1, file);
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}
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}
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@ -122,8 +121,8 @@ void gameobject_init(struct mGameObject *go, FILE * fprefab)
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vec_load(go->components, fprefab);
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for (int i = 0; i < go->components->len; i++) {
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struct component *newc = vec_set(go->components, i, &components[((struct component *) vec_get(go->components, i))->id]);
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vec_set(go->components, i, &components[((struct component *) vec_get(go->components, i))->id]);
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struct component *newc = vec_get(go->components, i);
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newc->go = go;
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newc->data = malloc(newc->datasize);
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fread(newc->data, newc->datasize, 1, fprefab);
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@ -210,19 +209,22 @@ void object_gui(struct mGameObject *go)
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draw_point(temp_pos[0], temp_pos[1], 3);
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nk_property_float2(ctx, "Position", 0.f, temp_pos, 1.f, 0.01f, 0.01f);
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nk_property_float2(ctx, "Position", -1000000.f, temp_pos, 1000000.f, 1.f, 0.5f);
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cpVect tvect = { temp_pos[0], temp_pos[1] };
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cpBodySetPosition(go->body, tvect);
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float mtry = cpBodyGetAngle(go->body);
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float modtry = fmodf(mtry * RAD2DEGS, 360.f);
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if (modtry < 0.f)
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modtry += 360.f;
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float modtry2 = modtry;
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nk_property_float(ctx, "Angle", -1000.f, &modtry, 1000.f, 0.5f, 0.5f);
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modtry -= modtry2;
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cpBodySetAngle(go->body, mtry + (modtry * DEG2RADS));
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nk_property_float(ctx, "Scale", 0.f, &go->scale, 1000.f, 0.01f, 0.001f);
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nk_property_float(ctx, "Scale", 0.f, &go->scale, 1000.f, 0.01f, go->scale * 0.01f);
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nk_layout_row_dynamic(ctx, 25, 3);
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nk_radio_button_label(ctx, "Static", &go->bodytype, CP_BODY_TYPE_STATIC);
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@ -242,8 +244,7 @@ void object_gui(struct mGameObject *go)
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int n = -1;
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for (int i = 0; i < go->components->len; i++) {
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struct component *c =
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(struct component *) vec_get(go->components, i);
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struct component *c = vec_get(go->components, i);
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if (c->draw_debug)
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c->draw_debug(c->data);
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nk_layout_row_dynamic(ctx, 25, 1);
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nk_label(ctx, label, NK_TEXT_LEFT);
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nk_layout_row_dynamic(ctx, 25, 3);
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nk_property_float(ctx, "X", min, &val[0], max, step, dragstep);
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nk_property_float(ctx, "Y", min, &val[1], max, step, dragstep);
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nk_property_float(ctx, "Z", min, &val[2], max, step, dragstep);
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nk_property_float(ctx, "#X", min, &val[0], max, step, dragstep);
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nk_property_float(ctx, "#Y", min, &val[1], max, step, dragstep);
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nk_property_float(ctx, "#Z", min, &val[2], max, step, dragstep);
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}
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void nk_property_float2(struct nk_context *ctx, const char *label, float min, float *val, float max, float step, float dragstep) {
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nk_layout_row_dynamic(ctx, 25, 1);
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nk_label(ctx, label, NK_TEXT_LEFT);
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nk_layout_row_dynamic(ctx, 25, 2);
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nk_property_float(ctx, "X", min, &val[0], max, step, dragstep);
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nk_property_float(ctx, "Y", min, &val[1], max, step, dragstep);
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nk_property_float(ctx, "#X", min, &val[0], max, step, dragstep);
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nk_property_float(ctx, "#Y", min, &val[1], max, step, dragstep);
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}
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void nk_radio_button_label(struct nk_context *ctx, const char *label, int *val, int cmp) {
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if (nk_option_label(ctx, label, (bool)*val == cmp)) *val = cmp;
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}
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void nuke_nel(int cols) {
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nk_layout_row_dynamic(ctx, 25, cols);
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}
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void nuke_label(const char *s) {
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}
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@ -15,5 +15,7 @@ void nuke_end();
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void nk_property_float3(struct nk_context *ctx, const char *label, float min, float *val, float max, float step, float dragstep);
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void nk_property_float2(struct nk_context *ctx, const char *label, float min, float *val, float max, float step, float dragstep);
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void nk_radio_button_label(struct nk_context *ctx, const char *label, int *val, int cmp);
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void nuke_nel(int cols);
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void nuke_label(const char *s);
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#endif
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@ -8,7 +8,7 @@ struct component components[MAXNAME] = { 0 };
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int ncomponent = 0;
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#define REGISTER_COMP(NAME) register_component(#NAME, sizeof(struct NAME), &make_ ## NAME, &dbgdraw_ ## NAME, & ## NAME ## _gui, & ## NAME ## _init,
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#define REGISTER_COMP(NAME) register_component(#NAME, sizeof(struct NAME), make_NAME, dbgdraw_NAME, NAME_gui, NAME_init,
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void registry_init()
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{
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REGISTER_COMP(2d_edge);
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*/
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register_component("Sprite", sizeof(struct mSprite), &MakeSprite, NULL,
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&sprite_gui, &sprite_init);
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register_component("2D Circle Collider", sizeof(struct phys2d_circle),
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&Make2DCircle, &phys2d_dbgdrawcircle, &circle_gui,
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&phys2d_circleinit);
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register_component("2D Segment", sizeof(struct phys2d_segment),
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&Make2DSegment, &phys2d_dbgdrawseg, &segment_gui,
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&phys2d_seginit);
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register_component("2D Box", sizeof(struct phys2d_box), &Make2DBox,
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&phys2d_dbgdrawbox, &box_gui, &phys2d_boxinit);
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register_component("2D Polygon", sizeof(struct phys2d_poly),
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&Make2DPoly, &phys2d_dbgdrawpoly, &poly_gui,
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&phys2d_polyinit);
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register_component("2D Edge", sizeof(struct phys2d_edge), &Make2DEdge,
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&phys2d_dbgdrawedge, &edge_gui, &phys2d_edgeinit);
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register_component("Sprite", sizeof(struct mSprite), MakeSprite, NULL, sprite_gui, sprite_init);
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register_component("2D Circle Collider", sizeof(struct phys2d_circle), Make2DCircle, phys2d_dbgdrawcircle, circle_gui, phys2d_circleinit);
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register_component("2D Segment", sizeof(struct phys2d_segment), Make2DSegment, phys2d_dbgdrawseg, segment_gui, phys2d_seginit);
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register_component("2D Box", sizeof(struct phys2d_box), Make2DBox, phys2d_dbgdrawbox, box_gui, phys2d_boxinit);
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register_component("2D Polygon", sizeof(struct phys2d_poly), Make2DPoly, phys2d_dbgdrawpoly, poly_gui,phys2d_polyinit);
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register_component("2D Edge", sizeof(struct phys2d_edge), Make2DEdge, phys2d_dbgdrawedge, edge_gui, phys2d_edgeinit);
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}
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void register_component(const char *name, size_t size,
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void (*make)(struct mGameObject * go,
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struct component * c),
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void (*make)(struct mGameObject * go, struct component * c),
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void(*draw_debug)(void *data),
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void(*draw_gui)(void *data),
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void(*init)(void *data, struct mGameObject * go))
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@ -40,7 +40,7 @@ struct mSprite *MakeSprite(struct mGameObject *go)
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sprite->pos[1] = 0.f;
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sprite->size[0] = 1.f;
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sprite->size[1] = 1.f;
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sprite->tex = NULL;
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sprite->tex = texture_loadfromfile("ph.png");
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sprite_init(sprite, go);
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sprite->index = sprites.last;
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return sprite;
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