Remove generic cmd from jsffi

This commit is contained in:
John Alanbrook 2024-03-19 14:39:19 -05:00
parent 9730f8defb
commit 62a34c1e7c
18 changed files with 455 additions and 651 deletions

View file

@ -2,7 +2,7 @@ MAKEFLAGS = --jobs=4
UNAME != uname UNAME != uname
MAKEDIR != pwd MAKEDIR != pwd
# Options # Options
# DBG --- build with debugging symbols and logging # NDEBUG --- build with debugging symbols and logging
CXX:=$(CC) CXX:=$(CC)
@ -46,7 +46,7 @@ ifeq ($(CC), emcc)
LDFLAGS += #--closure 1 LDFLAGS += #--closure 1
CPPFLAGS += -O0 CPPFLAGS += -O0
OPT = 0 OPT = 0
DBG = 0 NDEBUG = 1
AR = emar AR = emar
endif endif

View file

@ -8,6 +8,7 @@
In addition to the removal of a bunch of stuff as seen here. In addition to the removal of a bunch of stuff as seen here.
Access prototypes through __proto__ instead of the long-winded Object.getProtoTypeOf. Access prototypes through __proto__ instead of the long-winded Object.getProtoTypeOf.
*/ */
/* /*
Object.getPrototypeOf = undefined; Object.getPrototypeOf = undefined;
Object.setPrototypeOf = undefined; Object.setPrototypeOf = undefined;

View file

@ -1,29 +1,23 @@
this.phys = physics.kinematic; this.phys = physics.kinematic;
this.dir_view2world = function(dir) { return dir.scale(this.realzoom()); }; this.dir_view2world = function(dir) { return dir.scale(this.realzoom()); };
this.view2world = function(pos) { return cmd(137,pos); }; this.view2world = function(pos) { return render.view2world(pos); };
this.world2view = function(pos) { return cmd(136,pos); }; this.world2view = function(pos) { return render.world2view(pos); };
this.realzoom = function() { return cmd(135); }; this.realzoom = function() { return render.get_zoom(); };
this.right = function() this.right = function() { return this.pos.x + (window.rendersize.x/2); }
{
return this.pos.x + (window.rendersize.x/2);
}
this.left = function() this.left = function() { return this.pos.x - (window.rendersize.x/2); }
{
return this.pos.x - (window.rendersize.x/2);
}
this.mixin({ this.mixin({
get zoom() { get zoom() {
// var z = game.native.y / window.dimensions.y; // var z = game.native.y / window.dimensions.y;
return cmd(135);///z; return render.get_zoom(); // /z
}, },
set zoom(x) { set zoom(x) {
x = Math.clamp(x,0.1,10); x = Math.clamp(x,0.1,10);
// var z = game.native.y / window.dimensions.y; // var z = game.native.y / window.dimensions.y;
// z *= x; // z *= x;
cmd(62,x); render.add_zoom(x);
}, },
}); });

View file

@ -75,7 +75,7 @@ function json_from_whitelist(whitelist)
} }
} }
Object.mixin(cmd(268,true), { Object.mixin(os.sprite(true), {
toJSON:json_from_whitelist([ toJSON:json_from_whitelist([
"path", "path",
"pos", "pos",
@ -149,29 +149,18 @@ Object.mixin(cmd(268,true), {
height() { return this.dimensions().y; }, height() { return this.dimensions().y; },
}); });
cmd(268,true).make = function(go) os.sprite(true).make = function(go)
{ {
var sp = cmd(268); var sp = os.sprite();
sp.go = go.body; sp.go = go.body;
sp.gameobject = go; sp.gameobject = go;
return sp; return sp;
} }
component.sprite = cmd(268,true); component.sprite = os.sprite(true);
Object.freeze(sprite); Object.freeze(sprite);
component.model = Object.copy(component, {
path:"",
_enghook: make_model,
});
component.model.impl = {
set path(x) { cmd(149, this.id, x); },
draw() { cmd(150, this.id); },
kill() { cmd(213, this.id); },
};
var sprite = component.sprite; var sprite = component.sprite;
sprite.doc = { sprite.doc = {
@ -224,7 +213,7 @@ var SpriteAnim = {
frame.time = 0.05; frame.time = 0.05;
anim.frames.push(frame); anim.frames.push(frame);
} }
var times = cmd(224,path); var times = render.gif_times(path);
for (var i = 0; i < frames; i++) for (var i = 0; i < frames; i++)
anim.frames[i].time = times[i]/1000; anim.frames[i].time = times[i]/1000;
anim.loop = true; anim.loop = true;
@ -319,10 +308,10 @@ var collider2d = Object.copy(component, {
kill() {}, /* No killing is necessary - it is done through the gameobject's kill */ kill() {}, /* No killing is necessary - it is done through the gameobject's kill */
impl: { impl: {
set sensor(x) { cmd(18,this.shape,x); }, set sensor(x) { physics.shape_set_sensor(this.shape,x); },
get sensor() { return cmd(21,this.shape); }, get sensor() { return physics.shape_get_sensor(this.shape); },
set enabled(x) { cmd(22,this.shape,x); }, set enabled(x) { physics.shape_set_enabled(this.shape,x); },
get enabled() { return cmd(23,this.shape); } get enabled() { return physics.shape_get_enabled(this.shape); }
}, },
}); });
@ -403,7 +392,7 @@ function pointscaler(x) {
component.polygon2d.impl = Object.mix(collider2d.impl, { component.polygon2d.impl = Object.mix(collider2d.impl, {
sync() { cmd_poly2d(0, this.id, this.spoints());}, sync() { cmd_poly2d(0, this.id, this.spoints());},
query() { return cmd(80, this.shape); }, query() { return physics.shape_query(this.shape); },
grow: pointscaler, grow: pointscaler,
}); });
@ -611,7 +600,7 @@ component.edge2d = Object.copy(collider2d, {
var idx = 0; var idx = 0;
if (Spline.is_catmull(this.type) || this.type === -1) { if (Spline.is_catmull(this.type) || this.type === -1) {
if (this.points.length >= 2) if (this.points.length >= 2)
idx = cmd(59, pos, this.points, 400); idx = physics.closest_point(pos, this.points, 400);
if (idx === this.points.length) if (idx === this.points.length)
this.points.push(pos); this.points.push(pos);
@ -620,7 +609,7 @@ component.edge2d = Object.copy(collider2d, {
} }
if (Spline.is_bezier(this.type)) { if (Spline.is_bezier(this.type)) {
idx = cmd(59, pos, Spline.bezier_nodes(this.points),400); idx = physics.closest_point(pos, Spline.bezier_nodes(this.points),400);
if (idx < 0) return; if (idx < 0) return;
@ -649,7 +638,7 @@ component.edge2d.impl = Object.mix(collider2d.impl, {
set thickness(x) { set thickness(x) {
cmd_edge2d(1,this.id,x); cmd_edge2d(1,this.id,x);
}, },
get thickness() { return cmd(112,this.id); }, get thickness() { return physics.edge_thickness(this.id); },
grow: pointscaler, grow: pointscaler,
sync() { sync() {
var sensor = this.sensor; var sensor = this.sensor;

View file

@ -75,12 +75,6 @@ function assert(op, str)
} }
} }
Debug.Options = { };
Debug.Options.Color = {
//set trigger(x) { cmd(17,x); },
//set debug(x) { cmd(16, x); },
};
var Gizmos = { var Gizmos = {
pick_gameobject_points(worldpos, gameobject, points) { pick_gameobject_points(worldpos, gameobject, points) {
var idx = Math.grab_from_points(worldpos, points.map(gameobject.this2world,gameobject), 25); var idx = Math.grab_from_points(worldpos, points.map(gameobject.this2world,gameobject), 25);
@ -161,6 +155,8 @@ Debug.inputs.f4 = function() {
}; };
Debug.inputs.f4.doc = "Toggle drawing gizmos and names of objects."; Debug.inputs.f4.doc = "Toggle drawing gizmos and names of objects.";
Debug.Options = {};
Debug.Options.gif = { Debug.Options.gif = {
w: 640, /* Max width */ w: 640, /* Max width */
h: 480, /* Max height */ h: 480, /* Max height */
@ -184,7 +180,7 @@ Debug.Options.gif = {
w = h / win; w = h / win;
} }
cmd(131, w, h, this.cpf, this.depth); // cmd(131, w, h, this.cpf, this.depth);
this.rec = true; this.rec = true;
this.fps = (1/this.cpf)*100; this.fps = (1/this.cpf)*100;
this.start_time = time.now(); this.start_time = time.now();
@ -194,7 +190,7 @@ Debug.Options.gif = {
stop() { stop() {
if (!this.rec) return; if (!this.rec) return;
cmd(132, this.file); // cmd(132, this.file);
this.rec = false; this.rec = false;
}, },
}; };

View file

@ -1551,7 +1551,7 @@ var replpanel = Object.copy(inputpanel, {
guibody() { guibody() {
this.win.selectable = true; this.win.selectable = true;
//var log = cmd(84); var log = "";
log = log.slice(-5000); log = log.slice(-5000);
return [ return [
Mum.text({str:log, anchor:[0,0], offset:[0,-300].sub(this.scrolloffset), selectable: true}), Mum.text({str:log, anchor:[0,0], offset:[0,-300].sub(this.scrolloffset), selectable: true}),

View file

@ -70,7 +70,7 @@ function use(file)
var c = io.slurp(file); var c = io.slurp(file);
var script = `(function() { ${c} })();`; var script = `(function() { ${c} })();`;
use.files[file] = cmd(123,file,global,script); use.files[file] = os.eval_env(file,global,script);
return use.files[file]; return use.files[file];
} }
@ -90,7 +90,7 @@ function eval_env(script, env, file)
file ??= "SCRIPT"; file ??= "SCRIPT";
console.info(`eval ${file}`); console.info(`eval ${file}`);
script = `(function() { ${script}; }).call(this);\n`; script = `(function() { ${script}; }).call(this);\n`;
return cmd(123,file,env,script); return os.eval_env(file,env,script);
} }
global.check_registers = function(obj) global.check_registers = function(obj)
@ -437,8 +437,12 @@ global.mixin("scripts/actor.js");
global.mixin("scripts/entity.js"); global.mixin("scripts/entity.js");
function world_start() { function world_start() {
gameobject.body = make_gameobject();
gameobject.body.setref(gameobject);
console.info("START WORLD"); console.info("START WORLD");
globalThis.world = Object.create(gameobject); globalThis.world = Object.create(gameobject);
gameobject.level = world;
world.objects = {}; world.objects = {};
world.check_dirty = function() {}; world.check_dirty = function() {};
world.namestr = function(){}; world.namestr = function(){};
@ -452,9 +456,6 @@ function world_start() {
world.kill = function() { this.clear(); }; world.kill = function() { this.clear(); };
world.phys = 2; world.phys = 2;
gameobject.level = world;
gameobject.body = make_gameobject();
cmd(113,gameobject.body, gameobject);
Object.hide(gameobject, 'timescale'); Object.hide(gameobject, 'timescale');
var cam = world.spawn("scripts/camera2d.jso"); var cam = world.spawn("scripts/camera2d.jso");
game.view_camera(cam); game.view_camera(cam);
@ -465,7 +466,7 @@ global.mixin("scripts/physics.js");
game.view_camera = function(cam) game.view_camera = function(cam)
{ {
game.camera = cam; game.camera = cam;
cmd(61, game.camera.body); render.cam_body(game.camera.body);
} }
window.title = `Prosperon v${prosperon.version}`; window.title = `Prosperon v${prosperon.version}`;

View file

@ -13,12 +13,12 @@ function obj_unique_name(name, obj) {
var gameobject_impl = { var gameobject_impl = {
get pos() { get pos() {
assert(this.master, `Entity ${this.toString()} has no master.`); assert(this.master, `Entity ${this.toString()} has no master.`);
return this.master.world2this(this.worldpos()); return this.master.body.world2this(this.worldpos());
}, },
set pos(x) { set pos(x) {
assert(this.master, `Entity ${this.toString()} has no master.`); assert(this.master, `Entity ${this.toString()} has no master.`);
this.set_worldpos(this.master.this2world(x)); this.set_worldpos(this.master.body.this2world(x));
}, },
get angle() { get angle() {
@ -64,12 +64,12 @@ var gameobject_impl = {
set warp_layer(x) { this.body.warp_filter = x; }, set warp_layer(x) { this.body.warp_filter = x; },
get warp_layer() { return this.body.warp_filter; }, get warp_layer() { return this.body.warp_filter; },
set mass(x) { set_body(7, this.body, x); }, set mass(x) { this.body.mass = x; },
get mass() { get mass() {
if (!(this.phys === physics.dynamic)) if (!(this.phys === physics.dynamic))
return undefined; return undefined;
return q_body(5, this.body); return this.body.mass;
}, },
get elasticity() { return this.body.e; }, get elasticity() { return this.body.e; },
set elasticity(x) { this.body.e = x; }, set elasticity(x) { this.body.e = x; },
@ -77,25 +77,25 @@ var gameobject_impl = {
set friction(x) { this.body.f = x; }, set friction(x) { this.body.f = x; },
set timescale(x) { this.body.timescale = x; }, set timescale(x) { this.body.timescale = x; },
get timescale() { return this.body.timescale; }, get timescale() { return this.body.timescale; },
set phys(x) { set_body(1, this.body, x); }, set phys(x) { this.body.phys = x; },
get phys() { return q_body(0, this.body); }, get phys() { return this.body.phys; },
get velocity() { return q_body(3, this.body); }, get velocity() { return this.body.velocity; },
set velocity(x) { set_body(9, this.body, x); }, set velocity(x) { this.body.velocity = x; },
get damping() { return this.body.damping; }, get damping() { return this.body.damping; },
set damping(x) { this.body.damping = x }, set damping(x) { this.body.damping = x },
get angularvelocity() { return Math.rad2turn(q_body(4, this.body)); }, get angularvelocity() { return Math.rad2turn(this.body.angularvelocity); },
set angularvelocity(x) { set_body(8, this.body, Math.turn2rad(x)); }, set angularvelocity(x) { this.body.angularvelocity = Math.turn2rad(x); },
get max_velocity() { return this.body.maxvelocity; }, get max_velocity() { return this.body.maxvelocity; },
set max_velocity(x) { this.body.maxvelocity = x; }, set max_velocity(x) { this.body.maxvelocity = x; },
get max_angularvelocity() { return this.body.maxangularvelocity; }, get max_angularvelocity() { return this.body.maxangularvelocity; },
set max_angularvelocity(x) { this.body.maxangularvelocity = x; }, set max_angularvelocity(x) { this.body.maxangularvelocity = x; },
get_moi() { return q_body(6, this.body); }, get_moi() { return this.body.moi; },
set_moi(x) { set_moi(x) {
if (x <= 0) { if (x <= 0) {
console.error("Cannot set moment of inertia to 0 or less."); console.error("Cannot set moment of inertia to 0 or less.");
return; return;
} }
set_body(13, this.body, x); this.body.moi = x;
}, },
}; };
@ -144,32 +144,32 @@ var gameobject = {
}, },
/* pin this object to the to object */ /* pin this object to the to object */
pin(to) { pin(to) {
var p = cmd(222, this.body, to.body); var p = joint.pin(this.body,to.body);
}, },
slide(to, a, b, min, max) { slide(to, a, b, min, max) {
a ??= [0, 0]; a ??= [0, 0];
b ??= [0, 0]; b ??= [0, 0];
min ??= 0; min ??= 0;
max ??= 50; max ??= 50;
var p = cmd(229, this.body, to.body, a, b, min, max); var p = joint.slide(this.body, to.body, a, b, min, max);
p.max_force = 500; p.max_force = 500;
p.break(); p.break();
}, },
pivot(to, piv) { pivot(to, piv) {
piv ??= this.worldpos(); piv ??= this.worldpos();
var p = cmd(221, this.body, to.body, piv); var p = joint.pivot(this.body, to.body, piv);
}, },
/* groove is on to, from local points a and b, anchored to this at local anchor */ /* groove is on to, from local points a and b, anchored to this at local anchor */
groove(to, a, b, anchor) { groove(to, a, b, anchor) {
anchor ??= [0, 0]; anchor ??= [0, 0];
var p = cmd(228, to.body, this.body, a, b, anchor); var p = joint.groove(to.body, this.body, a, b, anchor);
}, },
damped_spring(to, length, stiffness, damping) { damped_spring(to, length, stiffness, damping) {
length ??= Vector.length(this.worldpos(), to.worldpos()); length ??= Vector.length(this.worldpos(), to.worldpos());
stiffness ??= 1; stiffness ??= 1;
damping ??= 1; damping ??= 1;
var dc = 2 * Math.sqrt(stiffness * this.mass); var dc = 2 * Math.sqrt(stiffness * this.mass);
var p = cmd(227, this.body, to.body, [0, 0], [0, 0], stiffness, damping * dc); var p = joint.damped_spring(this.body, to.body, [0, 0], [0, 0], stiffness, damping * dc);
}, },
damped_rotary_spring(to, angle, stiffness, damping) { damped_rotary_spring(to, angle, stiffness, damping) {
angle ??= 0; angle ??= 0;
@ -179,23 +179,23 @@ var gameobject = {
/* damping = 1 is critical */ /* damping = 1 is critical */
var dc = 2 * Math.sqrt(stiffness * this.get_moi()); /* critical damping number */ var dc = 2 * Math.sqrt(stiffness * this.get_moi()); /* critical damping number */
/* zeta = actual/critical */ /* zeta = actual/critical */
var p = cmd(226, this.body, to.body, angle, stiffness, damping * dc); var p = joint.damped_rotary(this.body, to.body, angle, stiffness, damping * dc);
}, },
rotary_limit(to, min, max) { rotary_limit(to, min, max) {
var p = cmd(225, this.body, to.body, Math.turn2rad(min), Math.turn2rad(max)); var p = joint.rotary(this.body, to.body, Math.turn2rad(min), Math.turn2rad(max));
}, },
ratchet(to, ratch) { ratchet(to, ratch) {
var phase = this.angle - to.angle; var phase = this.angle - to.angle;
var p = cmd(230, this.body, to.body, phase, Math.turn2rad(ratch)); var p = joint.ratchet(this.body, to.body, phase, Math.turn2rad(ratch));
}, },
gear(to, ratio) { gear(to, ratio) {
phase ??= 1; phase ??= 1;
ratio ??= 1; ratio ??= 1;
var phase = this.angle - to.angle; var phase = this.angle - to.angle;
var p = cmd(223, this.body, to.body, phase, ratio); var p = joint.gear(this.body, to.body, phase, ratio);
}, },
motor(to, rate) { motor(to, rate) {
var p = cmd(231, this.body, to.body, rate); var p = joint.motor(this.body, to.body, rate);
}, },
path_from(o) { path_from(o) {
@ -255,11 +255,13 @@ var gameobject = {
}, },
set torque(x) { if (!(x >= 0 && x <= Infinity)) return; set torque(x) { if (!(x >= 0 && x <= Infinity)) return;
cmd(153, this.body, x); }, this.body.torque = x; },
gscale() { return cmd(103, this.body); },
gscale() { return this.body.scale; },
sgscale(x) { sgscale(x) {
if (typeof x === 'number') if (typeof x === 'number')
x = [x, x]; x = [x, x];
physics.sgscale(this.body, x) physics.sgscale(this.body, x)
}, },
@ -270,16 +272,16 @@ var gameobject = {
return mat; return mat;
}, },
worldpos() { return q_body(1, this.body); }, worldpos() { return this.body.pos; },
set_worldpos(x) { set_worldpos(x) {
var poses = this.objects.map(x => x.pos); var poses = this.objects.map(x => x.pos);
set_body(2, this.body, x); this.body.pos = x;
this.objects.forEach((o, i) => o.set_worldpos(this.this2world(poses[i]))); this.objects.forEach((o, i) => o.set_worldpos(this.this2world(poses[i])));
}, },
screenpos() { return window.world2screen(this.worldpos()); }, screenpos() { return window.world2screen(this.worldpos()); },
worldangle() { return Math.rad2turn(q_body(2, this.body)); }, worldangle() { return Math.rad2turn(this.body.angle); },
sworldangle(x) { set_body(0, this.body, Math.turn2rad(x)); }, sworldangle(x) { this.body.angle = Math.turn2rad(x); },
get_ur() { get_ur() {
// if (this.ur === 'empty') return undefined; // if (this.ur === 'empty') return undefined;
@ -331,7 +333,7 @@ var gameobject = {
urdiff: {}, urdiff: {},
}; };
cmd(113, ent.body, ent); // set the internal obj reference to this obj ent.body.setref(ent); // set the internal obj reference to this obj
Object.hide(ent, 'ur', 'body', 'components', 'objects', '_ed', 'timers', 'master'); Object.hide(ent, 'ur', 'body', 'components', 'objects', '_ed', 'timers', 'master');
if (ent.ur === 'empty') { if (ent.ur === 'empty') {
@ -432,18 +434,14 @@ var gameobject = {
objects: {}, objects: {},
master: undefined, master: undefined,
pulse(vec) { set_body(4, this.body, vec); }, pulse(vec) { this.body.impulse(vec); },
shove(vec) { set_body(12, this.body, vec); }, shove(vec) { this.body.force(vec); },
shove_at(vec, at) { set_body(14, this.body, vec, at); }, shove_at(vec, at) { this.body.force_local(vec,at); },
world2this(pos) { return cmd(70, this.body, pos); },
this2world(pos) { return cmd(71, this.body, pos); },
this2screen(pos) { return window.world2screen(this.this2world(pos)); }, this2screen(pos) { return window.world2screen(this.this2world(pos)); },
screen2this(pos) { return this.world2this(window.screen2world(pos)); }, screen2this(pos) { return this.world2this(window.screen2world(pos)); },
dir_world2this(dir) { return cmd(160, this.body, dir); },
dir_this2world(dir) { return cmd(161, this.body, dir); },
alive() { return this.body >= 0; }, alive() { return this.body >= 0; },
in_air() { return q_body(7, this.body); }, in_air() { return this.body.in_air(); },
hide() { this.components.forEach(x => x.hide?.()); hide() { this.components.forEach(x => x.hide?.());
this.objects.forEach(x => x.hide?.()); }, this.objects.forEach(x => x.hide?.()); },

View file

@ -13,11 +13,11 @@ var GUI = {
cursor ??= -1; cursor ??= -1;
var bb = cmd(118, str, size, wrap); var bb = render.text_size(str, size, wrap);
var w = bb.r*2; var w = bb.r*2;
var h = bb.t*2; var h = bb.t*2;
//ui_text draws with an anchor on top left corner //gui.text draws with an anchor on top left corner
var p = pos.slice(); var p = pos.slice();
p.x -= w * anchor.x; p.x -= w * anchor.x;
bb.r += (w*anchor.x); bb.r += (w*anchor.x);
@ -25,7 +25,7 @@ var GUI = {
p.y += h * (1 - anchor.y); p.y += h * (1 - anchor.y);
bb.t += h*(1-anchor.y); bb.t += h*(1-anchor.y);
bb.b += h*(1-anchor.y); bb.b += h*(1-anchor.y);
ui_text(str, p, size, color, wrap, cursor); gui.text(str, p, size, color, wrap, cursor);
return bb; return bb;
}, },
@ -194,7 +194,7 @@ Mum.text = Mum.extend({
var aa = [0,1].sub(params.anchor); var aa = [0,1].sub(params.anchor);
var pos = cursor.add(params.wh.scale(aa)).add(params.offset); var pos = cursor.add(params.wh.scale(aa)).add(params.offset);
gui.font_set(params.font); gui.font_set(params.font);
ui_text(params.str, pos, params.font_size, params.color, this.width, params.caret); gui.text(params.str, pos, params.font_size, params.color, this.width, params.caret);
}, },
update_bb(cursor) { update_bb(cursor) {
@ -202,7 +202,7 @@ Mum.text = Mum.extend({
}, },
calc_bb(cursor) { calc_bb(cursor) {
var bb = cmd(118,this.str, this.font_size, this.width); var bb = render.text_size(this.str, this.font_size, this.width);
this.wh = bbox.towh(bb); this.wh = bbox.towh(bb);
var pos = cursor.add(this.wh.scale([0,1].sub(this.anchor))).add(this.offset); var pos = cursor.add(this.wh.scale([0,1].sub(this.anchor))).add(this.offset);
this.bb = bbox.move(bb,pos.add([this.wh.x/2,0])); this.bb = bbox.move(bb,pos.add([this.wh.x/2,0]));

View file

@ -10,28 +10,23 @@ var HIT = {
*/ */
var pq = physics.pos_query;
physics.pos_query = function(pos,give) {
give ??= 25;
pq(pos,give);
}
var bpq = physics.box_point_query;
physics.box_point_query = function(box,points) {
if (!box || !points) return [];
return bpq(box.pos,box.wh,points,points.length)
}
Object.assign(physics, { Object.assign(physics, {
dynamic: 0, dynamic: 0,
kinematic: 1, kinematic: 1,
static: 2, static: 2,
pos_query(pos, give) {
give ??= 25;
return cmd(44, pos, give);
},
/* Returns a list of body ids that a box collides with */
box_query(box) { return cmd(52, box.pos, box.wh); },
box_point_query(box, points) {
if (!box || !points)
return [];
return cmd(86, box.pos, box.wh, points, points.length);
},
shape_query(shape) { return cmd(80,shape); },
com(pos) { com(pos) {
if (!Array.isArray(pos)) return [0,0]; if (!Array.isArray(pos)) return [0,0];
return pos.reduce((a,i) => a.add(i)).map(g => g/pos.length); return pos.reduce((a,i) => a.add(i)).map(g => g/pos.length);
@ -65,14 +60,10 @@ for (var i = 0; i < physics.collision.num; i++) {
physics.collision.sync(); physics.collision.sync();
physics.warp = {}; physics.gravity = physics.make_gravity();
physics.warp.gravity = function() { return cmd(253); }
physics.warp.damp = function() { return cmd(254); }
physics.gravity = physics.warp.gravity();
physics.gravity.mask = [true]; physics.gravity.mask = [true];
physics.gravity.strength = 500; physics.gravity.strength = 500;
physics.damp = physics.warp.damp(); physics.damp = physics.make_damp();
physics.damp.mask = [true]; physics.damp.mask = [true];
return { return {

View file

@ -88,15 +88,16 @@ render.arrow = function(start, end, color, wingspan, wingangle) {
}; };
render.rectangle = function(lowerleft, upperright, color) { render.rectangle = function(lowerleft, upperright, color) {
var pos = lowerleft.add(upperright).map(x=>x/2); var points = [lowerleft, lowerleft.add([upperright.x-lowerleft.x,0]), upperright, lowerleft.add([0,upperright.y-lowerleft.y])];
var wh = [upperright.x-lowerleft.x,upperright.y-lowerleft.y]; render.poly(points, color);
render.box(pos,wh,color); };
};
render.box = function(pos, wh, color) { render.box = function(pos, wh, color) {
color ??= Color.white; color ??= Color.white;
cmd(53, pos, wh, color); var lower = pos.sub(wh.scale(0.5));
}; var upper = pos.add(wh.scale(0.5));
render.rectangle(lower,upper,color);
};
render.doc = "Draw shapes in screen space."; render.doc = "Draw shapes in screen space.";
render.circle.doc = "Draw a circle at pos, with a given radius and color."; render.circle.doc = "Draw a circle at pos, with a given radius and color.";

View file

@ -4,7 +4,8 @@ var sound_pref = ['wav', 'flac', 'mp3', 'qoa'];
audio.sound = { audio.sound = {
bus: {}, bus: {},
samplerate() { return cmd(198); }, samplerate: dspsound.samplerate,
sounds: [], /* array of loaded sound files */ sounds: [], /* array of loaded sound files */
play(file, bus) { play(file, bus) {
file = Resources.find_sound(file); file = Resources.find_sound(file);
@ -24,22 +25,16 @@ audio.sound = {
}, },
}; };
audio.dsp = { audio.dsp = {};
mix(to) { Object.assign(audio.dsp, dspsound);
var n = cmd(181);
audio.dsp.mix = function(to) {
var n = audio.dsp.mix();
if (to) n.plugin(to); if (to) n.plugin(to);
return n; return n;
}, };
source(path) {
return cmd(182,path); audio.dsp.allpass = function(secs, decay) {
},
delay(secs,decay) {
return cmd(185, secs, decay);
},
fwd_delay(secs, decay) {
return cmd(207,secs,decay);
},
allpass(secs, decay) {
var composite = {}; var composite = {};
var fwd = audio.dsp.fwd_delay(secs,-decay); var fwd = audio.dsp.fwd_delay(secs,-decay);
var fbk = audio.dsp.delay(secs,decay); var fbk = audio.dsp.delay(secs,decay);
@ -48,44 +43,7 @@ audio.dsp = {
composite.unplug = dsp_node.unplug.bind(fbk); composite.unplug = dsp_node.unplug.bind(fbk);
fwd.plugin(fbk); fwd.plugin(fbk);
return composite; return composite;
}, }
lpf(f) {
return cmd(186,f);
},
hpf(f) {
return cmd(187,f);
},
mod(path) {
return cmd(188,path);
},
midi(midi,sf) {
return cmd(206,midi,sf);
},
crush(rate, depth) {
return cmd(189,rate,depth);
},
compressor() {
return cmd(190);
},
limiter(ceil) {
return cmd(191,ceil);
},
noise_gate(floor) {
return cmd(192,floor);
},
pitchshift(octaves) {
return cmd(200,octaves);
},
noise() {
return cmd(203);
},
pink() {
return cmd(204);
},
red() {
return cmd(205);
},
};
audio.dsp.doc = { audio.dsp.doc = {
delay: "Delays the input by secs, multiplied by decay", delay: "Delays the input by secs, multiplied by decay",
@ -103,17 +61,16 @@ audio.dsp.doc = {
red: "Red noise" red: "Red noise"
}; };
Object.mixin(cmd(180).__proto__, { Object.mixin(dspsound.master().__proto__, {
get db() { return 20*Math.log10(Math.abs(this.volume)); }, get db() { return 20*Math.log10(Math.abs(this.volume)); },
set db(x) { x = Math.clamp(x,-100,0); this.volume = Math.pow(10, x/20); }, set db(x) { x = Math.clamp(x,-100,0); this.volume = Math.pow(10, x/20); },
get volume() { return this.gain; }, get volume() { return this.gain; },
set volume(x) { this.gain = x; }, set volume(x) { this.gain = x; },
}); });
audio.sound.bus.master = cmd(180); audio.sound.bus.master = dspsound.master();
/*Object.mixin(audio.dsp.source().__proto__, { /*Object.mixin(audio.dsp.source().__proto__, {
frames() { return cmd(197,this); },
length() { return this.frames()/sound.samplerate(); }, length() { return this.frames()/sound.samplerate(); },
time() { return this.frame/sound.samplerate(); }, time() { return this.frame/sound.samplerate(); },
pct() { return this.time()/this.length(); }, pct() { return this.time()/this.length(); },

View file

@ -1,6 +1,8 @@
var Spline = {}; var Spline = {};
Spline.sample_angle = function(type, points, angle) { Spline.sample_angle = function(type, points, angle) {
return spline_cmd(0, type, points[0].length, points, angle); if (type === 0) return spline.catmull(points, angle);
else if (type === 1) return spline.bezier(points,angle);
return undefined;
} }
Spline.bezier_loop = function(cp) Spline.bezier_loop = function(cp)

View file

@ -85,7 +85,7 @@ Resources.texture = {};
Resources.texture.dimensions = function(path) { texture.dimensions(path); } Resources.texture.dimensions = function(path) { texture.dimensions(path); }
Resources.gif = {}; Resources.gif = {};
Resources.gif.frames = function(path) { return cmd(139,path); } Resources.gif.frames = function(path) { return render.gif_frames(path); }
Resources.replpath = function(str, path) Resources.replpath = function(str, path)
{ {

View file

@ -414,7 +414,7 @@ void draw_drawmodel(struct drawmodel *dm)
draw_model(dm->model, rst); draw_model(dm->model, rst);
} }
void free_drawmodel(struct drawmodel *dm) { void drawmodel_free(struct drawmodel *dm) {
int rm; int rm;
for (int i = 0; i < arrlen(models); i++) for (int i = 0; i < arrlen(models); i++)
if (models[i] == dm) { if (models[i] == dm) {

View file

@ -28,11 +28,11 @@ typedef struct model {
} model; } model;
/* A model with draw information */ /* A model with draw information */
struct drawmodel { typedef struct drawmodel {
struct model *model; struct model *model;
HMM_Mat4 amodel; HMM_Mat4 amodel;
gameobject *go; gameobject *go;
}; } drawmodel;
typedef struct bone { typedef struct bone {
transform3d t; transform3d t;
@ -53,7 +53,7 @@ void model_init();
struct drawmodel *make_drawmodel(gameobject *go); struct drawmodel *make_drawmodel(gameobject *go);
void draw_drawmodel(struct drawmodel *dm); void draw_drawmodel(struct drawmodel *dm);
void model_draw_all(); void model_draw_all();
void free_drawmodel(struct drawmodel *dm); void drawmodel_free(struct drawmodel *dm);
material *material_make(); material *material_make();
void material_free(material *mat); void material_free(material *mat);

View file

@ -29,6 +29,7 @@ extern int stdout_lvl;
#define YughCritical(msg, ...) mYughLog(0, LOG_PANIC, __LINE__, __FILE__, msg, ##__VA_ARGS__); #define YughCritical(msg, ...) mYughLog(0, LOG_PANIC, __LINE__, __FILE__, msg, ##__VA_ARGS__);
#else #else
#define YughLog(cat, pri, msg, ...) #define YughLog(cat, pri, msg, ...)
#define YughSpam(msg,...)
#define YughInfo(msg, ...) #define YughInfo(msg, ...)
#define YughWarn(msg, ...) #define YughWarn(msg, ...)
#define YughError(msg, ...) #define YughError(msg, ...)

View file

@ -78,6 +78,7 @@ QJSCLASS(warp_damp)
QJSCLASS(material) QJSCLASS(material)
QJSCLASS(mesh) QJSCLASS(mesh)
QJSCLASS(window) QJSCLASS(window)
QJSCLASS(drawmodel)
/* qjs class colliders and constraints */ /* qjs class colliders and constraints */
/* constraint works for all constraints - 2d or 3d */ /* constraint works for all constraints - 2d or 3d */
@ -128,14 +129,9 @@ JS_SetClassProto(js, js_##TYPE##_id, TYPE##_proto); \
(byte & 0x02 ? '1' : '0'), \ (byte & 0x02 ? '1' : '0'), \
(byte & 0x01 ? '1' : '0') (byte & 0x01 ? '1' : '0')
void js_setprop_str(JSValue obj, const char *prop, JSValue v) { JS_SetPropertyStr(js, obj, prop, v); }
int js2bool(JSValue v) { return JS_ToBool(js, v); } int js2bool(JSValue v) { return JS_ToBool(js, v); }
JSValue bool2js(int b) { return JS_NewBool(js,b); } JSValue bool2js(int b) { return JS_NewBool(js,b); }
void js_setprop_num(JSValue obj, uint32_t i, JSValue v) { JS_SetPropertyUint32(js, obj, i, v); }
JSValue gos2ref(gameobject **go) JSValue gos2ref(gameobject **go)
{ {
JSValue array = JS_NewArray(js); JSValue array = JS_NewArray(js);
@ -144,6 +140,7 @@ JSValue gos2ref(gameobject **go)
return array; return array;
} }
void js_setprop_str(JSValue obj, const char *prop, JSValue v) { JS_SetPropertyStr(js, obj, prop, v); }
JSValue js_getpropstr(JSValue v, const char *str) JSValue js_getpropstr(JSValue v, const char *str)
{ {
JSValue p = JS_GetPropertyStr(js,v,str); JSValue p = JS_GetPropertyStr(js,v,str);
@ -151,6 +148,7 @@ JSValue js_getpropstr(JSValue v, const char *str)
return p; return p;
} }
void js_setprop_num(JSValue obj, uint32_t i, JSValue v) { JS_SetPropertyUint32(js, obj, i, v); }
JSValue js_getpropidx(JSValue v, uint32_t i) JSValue js_getpropidx(JSValue v, uint32_t i)
{ {
JSValue p = JS_GetPropertyUint32(js, v, i); JSValue p = JS_GetPropertyUint32(js, v, i);
@ -161,7 +159,9 @@ JSValue js_getpropidx(JSValue v, uint32_t i)
static inline cpBody *js2body(JSValue v) { return js2gameobject(v)->body; } static inline cpBody *js2body(JSValue v) { return js2gameobject(v)->body; }
JSValue str2js(const char *c) { return JS_NewString(js, c); } JSValue str2js(const char *c) { return JS_NewString(js, c); }
const char *js2str(JSValue v) { return JS_ToCString(js, v); } const char *js2str(JSValue v) {
return JS_ToCString(js, v);
}
JSValue strarr2js(char **c) JSValue strarr2js(char **c)
{ {
@ -172,6 +172,7 @@ JSValue strarr2js(char **c)
return arr; return arr;
} }
JSValue number2js(double g) { return JS_NewFloat64(js,g); }
double js2number(JSValue v) { double js2number(JSValue v) {
double g; double g;
JS_ToFloat64(js, &g, v); JS_ToFloat64(js, &g, v);
@ -180,8 +181,6 @@ double js2number(JSValue v) {
void *js2ptr(JSValue v) { return JS_GetOpaque(v,js_ptr_id); } void *js2ptr(JSValue v) { return JS_GetOpaque(v,js_ptr_id); }
JSValue number2js(double g) { return JS_NewFloat64(js,g); }
JSValue ptr2js(void *ptr) { JSValue ptr2js(void *ptr) {
JSValue obj = JS_NewObjectClass(js, js_ptr_id); JSValue obj = JS_NewObjectClass(js, js_ptr_id);
JS_SetOpaque(obj, ptr); JS_SetOpaque(obj, ptr);
@ -343,6 +342,8 @@ struct boundingbox js2bb(JSValue v)
return bb; return bb;
} }
cpVect js2cvec2(JSValue v) { return js2vec2(v).cp; }
JSValue cvec22js(cpVect v) { return vec22js((HMM_Vec2)v); }
HMM_Vec2 js2vec2(JSValue v) HMM_Vec2 js2vec2(JSValue v)
{ {
@ -429,19 +430,6 @@ JSValue vecarr2js(HMM_Vec2 *points, int n) {
return array; return array;
} }
JSValue duk_ui_text(JSContext *js, JSValueConst this, int argc, JSValueConst *argv) {
const char *s = JS_ToCString(js, argv[0]);
HMM_Vec2 pos = js2vec2(argv[1]);
float size = js2number(argv[2]);
struct rgba c = js2color(argv[3]);
int wrap = js2number(argv[4]);
int cursor = js2number(argv[5]);
JSValue ret = JS_NewInt64(js, renderText(s, pos, size, c, wrap, cursor, 1.0));
JS_FreeCString(js, s);
return ret;
}
int js_print_exception(JSValue v) int js_print_exception(JSValue v)
{ {
#ifndef NDEBUG #ifndef NDEBUG
@ -465,17 +453,6 @@ int js_print_exception(JSValue v)
return 0; return 0;
} }
JSValue duk_gui_img(JSContext *js, JSValueConst this, int argc, JSValueConst *argv) {
const char *img = JS_ToCString(js, argv[0]);
transform2d t;
t.pos = js2vec2(argv[1]);
t.scale = js2vec2(argv[2]);
t.angle = js2number(argv[3]);
gui_draw_img(img, t, js2bool(argv[4]), js2vec2(argv[5]), 1.0, js2color(argv[6]));
JS_FreeCString(js, img);
return JS_UNDEFINED;
}
struct rect js2rect(JSValue v) { struct rect js2rect(JSValue v) {
struct rect rect; struct rect rect;
rect.x = js2number(js_getpropstr(v, "x")); rect.x = js2number(js_getpropstr(v, "x"));
@ -504,38 +481,6 @@ JSValue bb2js(struct boundingbox bb)
return obj; return obj;
} }
JSValue duk_spline_cmd(JSContext *js, JSValueConst this, int argc, JSValueConst *argv) {
int cmd = js2number(argv[0]);
/*
0: catmull-rom
1: bezier
*/
int type = js2number(argv[1]);
int d = js2number(argv[2]); /* dimensions: 1d, 2d, 3d ...*/
HMM_Vec2 *points = js2cpvec2arr(argv[3]);
float param = js2number(argv[4]);
HMM_Vec2 *samples = NULL;
switch(type) {
case 0:
samples = catmull_rom_ma_v2(points, param);
break;
case 1:
samples = bezier_cb_ma_v2(points, param);
break;
}
arrfree(points);
if (!samples)
return JS_UNDEFINED;
JSValue arr = vecarr2js(samples, arrlen(samples));
arrfree(samples);
return arr;
}
JSValue ints2js(int *ints) { JSValue ints2js(int *ints) {
JSValue arr = JS_NewArray(js); JSValue arr = JS_NewArray(js);
for (int i = 0; i < arrlen(ints); i++) for (int i = 0; i < arrlen(ints); i++)
@ -616,286 +561,6 @@ int point2segindex(HMM_Vec2 p, HMM_Vec2 *segs, double slop) {
return best; return best;
} }
JSValue duk_cmd(JSContext *js, JSValueConst this, int argc, JSValueConst *argv) {
int cmd = js2number(argv[0]);
const char *str = NULL;
const char *str2 = NULL;
void *d1 = NULL;
void *d2 = NULL;
void *v1 = NULL;
gameobject **ids = NULL;
int *intids = NULL;
gameobject *go = NULL;
JSValue ret = JS_UNDEFINED;
size_t plen = 0;
switch (cmd) {
case 18:
shape_set_sensor(js2ptr(argv[1]), JS_ToBool(js, argv[2]));
break;
case 21:
ret = JS_NewBool(js, shape_get_sensor(js2ptr(argv[1])));
break;
case 22:
shape_enabled(js2ptr(argv[1]), JS_ToBool(js, argv[2]));
break;
case 23:
ret = JS_NewBool(js, shape_is_enabled(js2ptr(argv[1])));
break;
case 44:
go = pos2gameobject(js2vec2(argv[1]), js2number(argv[2]));
ret = go ? JS_DupValue(js,go->ref) : JS_UNDEFINED;
break;
case 52:
ids = phys2d_query_box(js2vec2(argv[1]), js2vec2(argv[2]));
ret = gos2ref(ids);
arrfree(ids);
break;
case 53:
draw_box(js2vec2(argv[1]), js2vec2(argv[2]), js2color(argv[3]));
break;
case 59:
v1 = js2cpvec2arr(argv[2]);
ret = JS_NewInt64(js, point2segindex(js2vec2(argv[1]), v1, js2number(argv[3])));
break;
case 61:
set_cam_body(js2gameobject(argv[1])->body);
break;
case 62:
add_zoom(js2number(argv[1]));
break;
case 70:
ret = vec22js(world2go(js2gameobject(argv[1]), js2vec2(argv[2])));
break;
case 71:
ret = vec22js(go2world(js2gameobject(argv[1]), js2vec2(argv[2])));
break;
case 80:
ids = phys2d_query_shape(js2ptr(argv[1]));
ret = gos2ref(ids);
arrfree(ids);
break;
case 83:
v1 = js2cpvec2arr(argv[1]);
draw_edge(v1, js_arrlen(argv[1]), js2color(argv[2]), js2number(argv[3]), 0, js2color(argv[2]), 10);
break;
case 86:
v1 = js2cpvec2arr(argv[3]);
intids = phys2d_query_box_points(js2vec2(argv[1]), js2vec2(argv[2]), v1, js2number(argv[4]));
ret = ints2js(intids);
arrfree(intids);
break;
case 103:
ret = vec22js(js2gameobject(argv[1])->scale.XY);
break;
case 112:
ret = number2js(((struct phys2d_edge*)js2ptr(argv[1]))->thickness);
break;
case 113:
js2gameobject(argv[1])->ref = argv[2];
break;
case 118:
str = JS_ToCString(js,argv[1]);
ret = bb2js(text_bb(str, js2number(argv[2]), js2number(argv[3]), 1.0));
break;
case 123:
str = JS_ToCString(js, argv[1]);
str2 = JS_ToCString(js, argv[3]);
ret = eval_script_env(str, argv[2], str2);
break;
case 131:
gif_rec_start(js2number(argv[1]), js2number(argv[2]), js2number(argv[3]), js2number(argv[4]));
break;
case 132:
str = JS_ToCString(js, argv[1]);
gif_rec_end(str);
break;
case 135:
ret = number2js(cam_zoom());
break;
case 136:
ret = vec22js(world2screen(js2vec2(argv[1])));
break;
case 137:
ret = vec22js(screen2world(js2vec2(argv[1])));
break;
case 139:
str = JS_ToCString(js,argv[1]);
ret = JS_NewInt64(js, gif_nframes(str));
break;
case 149:
((struct drawmodel *)js2ptr(argv[1]))->model = GetExistingModel(js2str(argv[2]));
break;
case 150:
draw_drawmodel(js2ptr(argv[1]));
break;
case 153:
cpBodySetTorque(js2gameobject(argv[1])->body, js2number(argv[2]));
break;
case 160:
ret = vec22js(mat_t_dir(t_world2go(js2gameobject(argv[1])), js2vec2(argv[2])));
break;
case 161:
ret = vec22js(mat_t_dir(t_go2world(js2gameobject(argv[1])), js2vec2(argv[2])));
break;
case 177:
plugin_node(js2dsp_node(argv[1]), js2dsp_node(argv[2]));
break;
case 180:
ret = dsp_node2js(masterbus);
break;
case 181:
ret = dsp_node2js(make_node(NULL,NULL,NULL));
break;
case 182:
str = js2str(argv[1]);
ret = dsp_node2js(dsp_source(str));
JS_SetPrototype(js, ret, sound_proto);
break;
case 185:
ret = dsp_node2js(dsp_delay(js2number(argv[1]), js2number(argv[2])));
break;
case 186:
ret = dsp_node2js(dsp_lpf(js2number(argv[1])));
break;
case 187:
ret = dsp_node2js(dsp_hpf(js2number(argv[1])));
break;
case 188:
str = js2str(argv[1]);
ret = dsp_node2js(dsp_mod(str));
break;
case 189:
ret = dsp_node2js(dsp_bitcrush(js2number(argv[1]), js2number(argv[2])));
break;
case 190:
ret = dsp_node2js(dsp_compressor());
break;
case 191:
ret = dsp_node2js(dsp_limiter(js2number(argv[1])));
break;
case 192:
ret = dsp_node2js(dsp_noise_gate(js2number(argv[1])));
break;
case 197:
ret = number2js(js2sound(argv[1])->data->frames);
break;
case 198:
ret = number2js(SAMPLERATE);
break;
case 200:
ret = dsp_node2js(dsp_pitchshift(js2number(argv[1])));
break;
case 203:
ret = dsp_node2js(dsp_whitenoise());
break;
case 204:
ret = dsp_node2js(dsp_pinknoise());
break;
case 205:
ret = dsp_node2js(dsp_rednoise());
break;
case 206:
str = js2str(argv[1]);
str2 = js2str(argv[2]);
ret = dsp_node2js(dsp_midi(str, make_soundfont(str2)));
break;
case 207:
ret = dsp_node2js(dsp_fwd_delay(js2number(argv[1]), js2number(argv[2])));
break;
case 213:
free_drawmodel(js2ptr(argv[1]));
break;
case 221:
ret = constraint2js(constraint_make(cpPivotJointNew(js2gameobject(argv[1])->body, js2gameobject(argv[2])->body,js2vec2(argv[3]).cp)));
break;
case 222:
ret = constraint2js(constraint_make(cpPinJointNew(js2gameobject(argv[1])->body, js2gameobject(argv[2])->body, cpvzero,cpvzero)));
break;
case 223:
ret = constraint2js(constraint_make(cpGearJointNew(js2gameobject(argv[1])->body, js2gameobject(argv[2])->body, js2number(argv[3]), js2number(argv[4]))));
break;
case 224:
str = js2str(argv[1]);
ret = ints2js(gif_delays(str));
break;
case 225:
ret = constraint2js(constraint_make(cpRotaryLimitJointNew(js2gameobject(argv[1])->body, js2gameobject(argv[2])->body, js2number(argv[3]), js2number(argv[4]))));
break;
case 226:
ret = constraint2js(constraint_make(cpDampedRotarySpringNew(js2gameobject(argv[1])->body, js2gameobject(argv[2])->body, js2number(argv[3]), js2number(argv[4]), js2number(argv[5]))));
break;
case 227:
ret = constraint2js(constraint_make(cpDampedSpringNew(js2gameobject(argv[1])->body, js2gameobject(argv[2])->body, js2vec2(argv[3]).cp, js2vec2(argv[4]).cp, js2number(argv[5]), js2number(argv[6]), js2number(argv[7]))));
break;
case 228:
ret = constraint2js(constraint_make(cpGrooveJointNew(js2gameobject(argv[1])->body, js2gameobject(argv[2])->body, js2vec2(argv[3]).cp, js2vec2(argv[4]).cp, js2vec2(argv[5]).cp)));
break;
case 229:
ret = constraint2js(constraint_make(cpSlideJointNew(js2gameobject(argv[1])->body, js2gameobject(argv[2])->body, js2vec2(argv[3]).cp, js2vec2(argv[4]).cp, js2number(argv[5]), js2number(argv[6]))));
break;
case 230:
ret = constraint2js(constraint_make(cpRatchetJointNew(js2body(argv[1]), js2body(argv[2]), js2number(argv[3]), js2number(argv[4]))));
break;
case 231:
ret = constraint2js(constraint_make(cpSimpleMotorNew(js2body(argv[1]), js2body(argv[2]), js2number(argv[3]))));
break;
case 253:
ret = warp_gravity2js(warp_gravity_make());
break;
case 254:
ret = warp_damp2js(warp_damp_make());
break;
case 268:
if (js2bool(argv[1]))
ret = JS_GetClassProto(js, js_sprite_id);
else
ret = sprite2js(sprite_make());
break;
}
if (str) JS_FreeCString(js, str);
if (str2) JS_FreeCString(js, str2);
if (d1) free(d1);
if (d2) free(d2);
if (v1) arrfree(v1);
if (!JS_IsNull(ret)) return ret;
return JS_UNDEFINED;
}
void gameobject_add_shape_collider(gameobject *go, JSValue fn, struct phys2d_shape *shape) { void gameobject_add_shape_collider(gameobject *go, JSValue fn, struct phys2d_shape *shape) {
struct shape_cb shapecb; struct shape_cb shapecb;
shapecb.shape = shape; shapecb.shape = shape;
@ -929,102 +594,6 @@ JSValue duk_register_collide(JSContext *js, JSValueConst this, int argc, JSValue
return JS_UNDEFINED; return JS_UNDEFINED;
} }
JSValue duk_make_gameobject(JSContext *js, JSValueConst this, int argc, JSValueConst *argv) {
return gameobject2js(MakeGameobject());
}
JSValue duk_set_body(JSContext *js, JSValueConst this, int argc, JSValueConst *argv) {
int cmd = js2number(argv[0]);
gameobject *go = js2gameobject(argv[1]);
if (!go) return JS_UNDEFINED;
/* TODO: Possible that reindexing shapes only needs done for static shapes? */
switch (cmd) {
case 0:
gameobject_setangle(go, js2number(argv[2]));
break;
case 1:
go->bodytype = js2number(argv[2]);
cpBodySetType(go->body, go->bodytype);
gameobject_apply(go);
break;
case 2:
cpBodySetPosition(go->body, js2vec2(argv[2]).cp);
break;
case 4:
cpBodyApplyImpulseAtWorldPoint(go->body, js2vec2(argv[2]).cp, cpBodyGetPosition(go->body));
return JS_UNDEFINED;
case 7:
go->mass = js2number(argv[2]);
if (go->bodytype == CP_BODY_TYPE_DYNAMIC)
cpBodySetMass(go->body, go->mass);
break;
case 8:
cpBodySetAngularVelocity(go->body, js2number(argv[2]));
return JS_UNDEFINED;
case 9:
cpBodySetVelocity(go->body, js2vec2(argv[2]).cp);
return JS_UNDEFINED;
case 12:
cpBodyApplyForceAtWorldPoint(go->body, js2vec2(argv[2]).cp, cpBodyGetPosition(go->body));
return JS_UNDEFINED;
case 13:
cpBodySetMoment(go->body, js2number(argv[2]));
return JS_UNDEFINED;
case 14:
cpBodyApplyForceAtLocalPoint(go->body, js2vec2(argv[2]).cp, js2vec2(argv[3]).cp);
return JS_UNDEFINED;
}
cpSpaceReindexShapesForBody(space, go->body);
return JS_UNDEFINED;
}
JSValue duk_q_body(JSContext *js, JSValueConst this, int argc, JSValueConst *argv) {
int q = js2number(argv[0]);
gameobject *go = js2gameobject(argv[1]);
if (!go) return JS_UNDEFINED;
switch (q) {
case 0:
return JS_NewInt64(js, cpBodyGetType(go->body));
case 1:
return vec22js((HMM_Vec2)cpBodyGetPosition(go->body));
case 2:
return number2js(cpBodyGetAngle(go->body));
case 3:
return vec22js((HMM_Vec2)cpBodyGetVelocity(go->body));
case 4:
return number2js(cpBodyGetAngularVelocity(go->body));
case 5:
return number2js(cpBodyGetMass(go->body));
case 6:
return number2js(cpBodyGetMoment(go->body));
case 7:
return JS_NewBool(js, phys2d_in_air(go->body));
}
return JS_UNDEFINED;
}
JSValue duk_make_circle2d(JSContext *js, JSValueConst this, int argc, JSValueConst *argv) { JSValue duk_make_circle2d(JSContext *js, JSValueConst this, int argc, JSValueConst *argv) {
gameobject *go = js2gameobject(argv[0]); gameobject *go = js2gameobject(argv[0]);
@ -1194,6 +763,18 @@ static const JSCFunctionListEntry js_warp_damp_funcs [] = {
CGETSET_ADD(warp_damp, damp) CGETSET_ADD(warp_damp, damp)
}; };
JSC_CCALL(drawmodel_draw, draw_drawmodel(js2drawmodel(this)))
JSC_CCALL(drawmodel_path,
char *s = js2str(argv[0]);
js2drawmodel(this)->model = GetExistingModel(s);
JS_FreeCString(js,s);
)
static const JSCFunctionListEntry js_drawmodel_funcs[] = {
MIST_FUNC_DEF(drawmodel, draw, 0),
MIST_FUNC_DEF(drawmodel, path, 1)
};
GETSET_PAIR(emitter, life, number) GETSET_PAIR(emitter, life, number)
GETSET_PAIR(emitter, life_var, number) GETSET_PAIR(emitter, life_var, number)
GETSET_PAIR(emitter, speed, number) GETSET_PAIR(emitter, speed, number)
@ -1271,6 +852,14 @@ JSValue js_os_sys(JSContext *js, JSValueConst this, int argc, JSValue *argv)
JSC_CCALL(os_quit, quit();) JSC_CCALL(os_quit, quit();)
JSC_CCALL(os_reindex_static, cpSpaceReindexStatic(space)); JSC_CCALL(os_reindex_static, cpSpaceReindexStatic(space));
JSC_CCALL(os_gc, script_gc()); JSC_CCALL(os_gc, script_gc());
JSC_CCALL(os_eval_env,
char *s1 = js2str(argv[0]);
char *s2 = js2str(argv[2]);
JSValue ret = eval_script_env(s1, argv[1], s2);
JS_FreeCString(js,s1);
JS_FreeCString(js,s2);
return ret;
)
#define RETUN return JS_UNDEFINED #define RETUN return JS_UNDEFINED
@ -1281,7 +870,13 @@ JSValue js_os_capture(JSContext *js, JSValueConst this, int argc, JSValue *argv)
RETUN; RETUN;
} }
JSC_CCALL(os_sprite,
if (js2bool(argv[0])) return JS_GetClassProto(js,js_sprite_id);
return sprite2js(sprite_make());
)
static const JSCFunctionListEntry js_os_funcs[] = { static const JSCFunctionListEntry js_os_funcs[] = {
MIST_FUNC_DEF(os,sprite,1),
MIST_FUNC_DEF(os, cwd, 0), MIST_FUNC_DEF(os, cwd, 0),
MIST_FUNC_DEF(os, env, 1), MIST_FUNC_DEF(os, env, 1),
MIST_FUNC_DEF(os, sys, 0), MIST_FUNC_DEF(os, sys, 0),
@ -1289,6 +884,7 @@ static const JSCFunctionListEntry js_os_funcs[] = {
MIST_FUNC_DEF(os, reindex_static, 0), MIST_FUNC_DEF(os, reindex_static, 0),
MIST_FUNC_DEF(os, gc, 0), MIST_FUNC_DEF(os, gc, 0),
MIST_FUNC_DEF(os, capture, 5), MIST_FUNC_DEF(os, capture, 5),
MIST_FUNC_DEF(os, eval_env, 3),
}; };
JSC_CCALL(render_normal, opengl_rendermode(LIT)) JSC_CCALL(render_normal, opengl_rendermode(LIT))
@ -1317,8 +913,40 @@ JSC_CCALL(render_flush_hud, debug_flush(&hudproj); debug_flush(&hudproj); sprite
JSC_CCALL(render_pass, debug_nextpass()) JSC_CCALL(render_pass, debug_nextpass())
JSC_CCALL(render_end_pass, sg_end_pass()) JSC_CCALL(render_end_pass, sg_end_pass())
JSC_CCALL(render_commit, sg_commit(); debug_newframe();) JSC_CCALL(render_commit, sg_commit(); debug_newframe();)
JSC_CCALL(render_text_size,
char *s = js2str(argv[0]);
JSValue ret = bb2js(text_bb(s, js2number(argv[1]), js2number(argv[2]), 1));
JS_FreeCString(js,s);
return ret;
)
JSC_CCALL(render_gif_times,
char *s = js2str(argv[0]);
JSValue ret = ints2js(gif_delays(s));
JS_FreeCString(js,s);
return ret;
)
JSC_CCALL(render_gif_frames,
char *s = js2str(argv[0]);
JSValue ret = number2js(gif_nframes(s));
JS_FreeCString(js,s);
return ret;
)
JSC_CCALL(render_cam_body, set_cam_body(js2gameobject(argv[0])->body))
JSC_CCALL(render_add_zoom, add_zoom(js2number(argv[0])))
JSC_CCALL(render_get_zoom, return number2js(cam_zoom()))
JSC_CCALL(render_world2screen, return vec22js(world2screen(js2vec2(argv[0]))))
JSC_CCALL(render_screen2world, return vec22js(screen2world(js2vec2(argv[0]))))
static const JSCFunctionListEntry js_render_funcs[] = { static const JSCFunctionListEntry js_render_funcs[] = {
MIST_FUNC_DEF(render,cam_body, 1),
MIST_FUNC_DEF(render,add_zoom,1),
MIST_FUNC_DEF(render,get_zoom,0),
MIST_FUNC_DEF(render,world2screen,1),
MIST_FUNC_DEF(render,screen2world,1),
MIST_FUNC_DEF(render,gif_frames,1),
MIST_FUNC_DEF(render, gif_times, 1),
MIST_FUNC_DEF(render, normal, 0), MIST_FUNC_DEF(render, normal, 0),
MIST_FUNC_DEF(render, wireframe, 0), MIST_FUNC_DEF(render, wireframe, 0),
MIST_FUNC_DEF(render, grid, 3), MIST_FUNC_DEF(render, grid, 3),
@ -1333,20 +961,73 @@ static const JSCFunctionListEntry js_render_funcs[] = {
MIST_FUNC_DEF(render, flush_hud, 0), MIST_FUNC_DEF(render, flush_hud, 0),
MIST_FUNC_DEF(render, pass, 0), MIST_FUNC_DEF(render, pass, 0),
MIST_FUNC_DEF(render, end_pass, 0), MIST_FUNC_DEF(render, end_pass, 0),
MIST_FUNC_DEF(render, commit, 0) MIST_FUNC_DEF(render, commit, 0),
MIST_FUNC_DEF(render, text_size, 3)
}; };
JSC_CCALL(gui_flush, text_flush(&hudproj)); JSC_CCALL(gui_flush, text_flush(&hudproj));
JSC_CCALL(gui_scissor, sg_apply_scissor_rectf(js2number(argv[0]), js2number(argv[1]), js2number(argv[2]), js2number(argv[3]), 0)) JSC_CCALL(gui_scissor, sg_apply_scissor_rectf(js2number(argv[0]), js2number(argv[1]), js2number(argv[2]), js2number(argv[3]), 0))
JSC_CCALL(gui_text,
const char *s = JS_ToCString(js, argv[0]);
HMM_Vec2 pos = js2vec2(argv[1]);
float size = js2number(argv[2]);
struct rgba c = js2color(argv[3]);
int wrap = js2number(argv[4]);
int cursor = js2number(argv[5]);
JSValue ret = JS_NewInt64(js, renderText(s, pos, size, c, wrap, cursor, 1.0));
JS_FreeCString(js, s);
return ret;
)
JSC_CCALL(gui_img,
const char *img = JS_ToCString(js, argv[0]);
transform2d t;
t.pos = js2vec2(argv[1]);
t.scale = js2vec2(argv[2]);
t.angle = js2number(argv[3]);
gui_draw_img(img, t, js2bool(argv[4]), js2vec2(argv[5]), 1.0, js2color(argv[6]));
JS_FreeCString(js, img);
)
DEF_FN_STR(font_set) DEF_FN_STR(font_set)
static const JSCFunctionListEntry js_gui_funcs[] = { static const JSCFunctionListEntry js_gui_funcs[] = {
MIST_FUNC_DEF(gui, flush, 0), MIST_FUNC_DEF(gui, flush, 0),
MIST_FUNC_DEF(gui, scissor, 4), MIST_FUNC_DEF(gui, scissor, 4),
MIST_FUNC_DEF(gui, text, 6),
MIST_FUNC_DEF(gui, img, 7),
MIST_FN_STR(font_set), MIST_FN_STR(font_set),
}; };
JSC_CCALL(spline_catmull,
HMM_Vec2 *points = js2cpvec2arr(argv[0]);
float param = js2number(argv[1]);
HMM_Vec2 *samples = catmull_rom_ma_v2(points,param);
arrfree(points);
if (!samples) return JS_UNDEFINED;
JSValue arr = vecarr2js(samples, arrlen(samples));
arrfree(samples);
return arr;
)
JSC_CCALL(spline_bezier,
HMM_Vec2 *points = js2cpvec2arr(argv[0]);
float param = js2number(argv[1]);
HMM_Vec2 *samples = catmull_rom_ma_v2(points,param);
arrfree(points);
if (!samples) return JS_UNDEFINED;
JSValue arr = vecarr2js(samples, arrlen(samples));
arrfree(samples);
return arr;
)
static const JSCFunctionListEntry js_spline_funcs[] = {
MIST_FUNC_DEF(spline, catmull, 2),
MIST_FUNC_DEF(spline, bezier, 2)
};
JSValue js_vector_dot(JSContext *js, JSValueConst this, int argc, JSValue *argv) { return number2js(HMM_DotV2(js2vec2(argv[0]), js2vec2(argv[1]))) ; }; JSValue js_vector_dot(JSContext *js, JSValueConst this, int argc, JSValue *argv) { return number2js(HMM_DotV2(js2vec2(argv[0]), js2vec2(argv[1]))) ; };
JSC_RET(vector_project, return vec22js(HMM_ProjV2(js2vec2(argv[0]), js2vec2(argv[1])));) JSC_RET(vector_project, return vec22js(HMM_ProjV2(js2vec2(argv[0]), js2vec2(argv[1])));)
@ -1629,9 +1310,56 @@ JSValue js_physics_sgscale(JSContext *js, JSValueConst this, int argc, JSValue *
JSValue js_physics_set_cat_mask(JSContext *js, JSValueConst this, int argc, JSValue *argv) { set_cat_mask(js2number(argv[0]), js2bitmask(argv[1])); RETUN; } JSValue js_physics_set_cat_mask(JSContext *js, JSValueConst this, int argc, JSValue *argv) { set_cat_mask(js2number(argv[0]), js2bitmask(argv[1])); RETUN; }
JSC_CCALL(physics_box_query,
int *ids = phys2d_query_box(js2vec2(argv[0]), js2vec2(argv[1]));
JSValue ret = gos2ref(ids);
arrfree(ids);
return ret;
)
JSC_CCALL(physics_pos_query,
gameobject *go = pos2gameobject(js2vec2(argv[0]), js2number(argv[1]));
JSValue ret = go ? JS_DupValue(js,go->ref) : JS_UNDEFINED;
return ret;
)
JSC_CCALL(physics_box_point_query,
void *v = js2cpvec2arr(argv[2]);
int *intids = phys2d_query_box_points(js2vec2(argv[0]), js2vec2(argv[1]), v, js_arrlen(argv[2]));
JSValue ret = ints2js(intids);
arrfree(intids);
return ret;
)
JSC_CCALL(physics_query_shape,
int *ids = phys2d_query_shape(js2ptr(argv[0]));
JSValue ret = gos2ref(ids);
arrfree(ids);
return ret;
)
JSC_CCALL(physics_closest_point,
void *v1 = js2cpvec2arr(argv[1]);
JSValue ret = number2js(point2segindex(js2vec2(argv[0]), v1, js2number(argv[2])));
arrfree(v1);
return ret;
)
JSC_CCALL(physics_make_gravity, return warp_gravity2js(warp_gravity_make()))
JSC_CCALL(physics_make_damp, return warp_damp2js(warp_damp_make()))
JSC_CCALL(physics_edge_thickness, return number2js(((struct phys2d_edge*)js2ptr(argv[0]))->thickness))
static const JSCFunctionListEntry js_physics_funcs[] = { static const JSCFunctionListEntry js_physics_funcs[] = {
MIST_FUNC_DEF(physics,edge_thickness,1),
MIST_FUNC_DEF(physics, sgscale, 2), MIST_FUNC_DEF(physics, sgscale, 2),
MIST_FUNC_DEF(physics, set_cat_mask, 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, box_point_query, 3),
MIST_FUNC_DEF(physics, query_shape, 1),
MIST_FUNC_DEF(physics, closest_point, 3),
MIST_FUNC_DEF(physics, make_damp, 0),
MIST_FUNC_DEF(physics, make_gravity, 0)
}; };
static const JSCFunctionListEntry js_emitter_funcs[] = { static const JSCFunctionListEntry js_emitter_funcs[] = {
@ -1689,12 +1417,14 @@ GETSET_PAIR(sound, loop, bool)
GETSET_PAIR(sound, timescale, number) GETSET_PAIR(sound, timescale, number)
GETSET_PAIR(sound, frame, number) GETSET_PAIR(sound, frame, number)
GETSET_PAIR_HOOK(sound, hook) GETSET_PAIR_HOOK(sound, hook)
JSC_CCALL(sound_frames, return number2js(js2sound(this)->data->frames))
static const JSCFunctionListEntry js_sound_funcs[] = { static const JSCFunctionListEntry js_sound_funcs[] = {
CGETSET_ADD(sound, loop), CGETSET_ADD(sound, loop),
CGETSET_ADD(sound, timescale), CGETSET_ADD(sound, timescale),
CGETSET_ADD(sound, frame), CGETSET_ADD(sound, frame),
CGETSET_ADD(sound, hook) CGETSET_ADD(sound, hook),
MIST_FUNC_DEF(sound, frames, 0),
}; };
static JSValue window_get_size(JSContext *js, JSValueConst this) { return vec22js(js2window(this)->size); } static JSValue window_get_size(JSContext *js, JSValueConst this) { return vec22js(js2window(this)->size); }
@ -1765,6 +1495,34 @@ JSValue ID##_get_##ENTRY (JSContext *js, JSValue this) { \
return TYPE##2js(js2##ID (this)->ENTRY); \ return TYPE##2js(js2##ID (this)->ENTRY); \
} \ } \
#define BODY_GETSET(ENTRY, CPENTRY, TYPE) \
JSValue gameobject_set_##ENTRY (JSContext *js, JSValue this, JSValue val) { \
cpBody *b = js2gameobject(this)->body; \
cpBodySet##CPENTRY (b, js2##TYPE (val)); \
return JS_UNDEFINED; \
} \
\
JSValue gameobject_get_##ENTRY (JSContext *js, JSValue this) { \
cpBody *b = js2gameobject(this)->body; \
return TYPE##2js (cpBodyGet##CPENTRY (b)); \
} \
BODY_GETSET(pos, Position, cvec2)
BODY_GETSET(angle, Angle, number)
GETSET_PAIR(gameobject, scale, vec3)
BODY_GETSET(velocity, Velocity, cvec2)
BODY_GETSET(angularvelocity, AngularVelocity, number)
BODY_GETSET(moi, Moment, number)
BODY_GETSET(phys, Type, number)
BODY_GETSET(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)))
JSC_CCALL(gameobject_force_local, cpBodyApplyForceAtLocalPoint(js2gameobject(this)->body, js2vec2(argv[0]).cp, js2vec2(argv[1]).cp))
JSC_CCALL(gameobject_in_air, return bool2js(phys2d_in_air(js2gameobject(this)->body)))
JSC_CCALL(gameobject_world2this, return vec22js(world2go(js2gameobject(this), js2vec2(argv[0]))))
JSC_CCALL(gameobject_this2world, return vec22js(go2world(js2gameobject(this), js2vec2(argv[0]))))
JSC_CCALL(gameobject_dir_world2this, return vec22js(mat_t_dir(t_world2go(js2gameobject(this)), js2vec2(argv[0]))))
JSC_CCALL(gameobject_dir_this2world, return vec22js(mat_t_dir(t_go2world(js2gameobject(this)), js2vec2(argv[0]))))
GETSET_PAIR_BODY(gameobject, f, number) GETSET_PAIR_BODY(gameobject, f, number)
GETSET_PAIR_BODY(gameobject, e, number) GETSET_PAIR_BODY(gameobject, e, number)
GETSET_PAIR_BODY(gameobject, mass, number) GETSET_PAIR_BODY(gameobject, mass, number)
@ -1774,21 +1532,138 @@ GETSET_PAIR(gameobject, maxvelocity, number)
GETSET_PAIR(gameobject, maxangularvelocity, number) GETSET_PAIR(gameobject, maxangularvelocity, number)
GETSET_PAIR_BODY(gameobject, layer, number) GETSET_PAIR_BODY(gameobject, layer, number)
GETSET_PAIR(gameobject, warp_filter, bitmask) GETSET_PAIR(gameobject, warp_filter, bitmask)
GETSET_PAIR(gameobject, scale, vec3)
GETSET_PAIR(gameobject, drawlayer, number) GETSET_PAIR(gameobject, drawlayer, number)
JSC_CCALL(gameobject_setref, js2gameobject(this)->ref = argv[0]);
JSValue duk_make_gameobject(JSContext *js, JSValue this) { return gameobject2js(MakeGameobject()); }
static const JSCFunctionListEntry js_gameobject_funcs[] = { static const JSCFunctionListEntry js_gameobject_funcs[] = {
CGETSET_ADD(gameobject, f), CGETSET_ADD(gameobject, f),
CGETSET_ADD(gameobject, e), CGETSET_ADD(gameobject, e),
CGETSET_ADD(gameobject,mass), CGETSET_ADD(gameobject,mass),
CGETSET_ADD(gameobject,damping), CGETSET_ADD(gameobject,damping),
CGETSET_ADD(gameobject, scale),
CGETSET_ADD(gameobject,timescale), CGETSET_ADD(gameobject,timescale),
CGETSET_ADD(gameobject,maxvelocity), CGETSET_ADD(gameobject,maxvelocity),
CGETSET_ADD(gameobject,maxangularvelocity), CGETSET_ADD(gameobject,maxangularvelocity),
CGETSET_ADD(gameobject,layer), CGETSET_ADD(gameobject,layer),
CGETSET_ADD(gameobject,warp_filter), CGETSET_ADD(gameobject,warp_filter),
CGETSET_ADD(gameobject,scale), CGETSET_ADD(gameobject,scale),
CGETSET_ADD(gameobject,drawlayer) CGETSET_ADD(gameobject,drawlayer),
CGETSET_ADD(gameobject, pos),
CGETSET_ADD(gameobject, angle),
CGETSET_ADD(gameobject, velocity),
CGETSET_ADD(gameobject, angularvelocity),
CGETSET_ADD(gameobject, moi),
CGETSET_ADD(gameobject, phys),
CGETSET_ADD(gameobject, torque),
MIST_FUNC_DEF(gameobject, impulse, 1),
MIST_FUNC_DEF(gameobject, force, 1),
MIST_FUNC_DEF(gameobject, force_local, 2),
MIST_FUNC_DEF(gameobject, in_air, 0),
MIST_FUNC_DEF(gameobject, world2this, 1),
MIST_FUNC_DEF(gameobject, this2world, 1),
MIST_FUNC_DEF(gameobject, dir_world2this, 1),
MIST_FUNC_DEF(gameobject, dir_this2world, 1),
MIST_FUNC_DEF(gameobject,setref,1),
};
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])))))
static const JSCFunctionListEntry js_joint_funcs[] = {
MIST_FUNC_DEF(joint, pin, 2),
MIST_FUNC_DEF(joint, pivot, 3),
MIST_FUNC_DEF(joint, gear, 4),
MIST_FUNC_DEF(joint, rotary, 4),
MIST_FUNC_DEF(joint, damped_rotary, 5),
MIST_FUNC_DEF(joint, damped_spring, 7),
MIST_FUNC_DEF(joint, groove, 5),
MIST_FUNC_DEF(joint, slide, 6),
MIST_FUNC_DEF(joint, ratchet, 4),
MIST_FUNC_DEF(joint, motor, 3)
};
JSC_CCALL(dspsound_noise, return dsp_node2js(dsp_whitenoise()))
JSC_CCALL(dspsound_pink, return dsp_node2js(dsp_pinknoise()))
JSC_CCALL(dspsound_red, return dsp_node2js(dsp_rednoise()))
JSC_CCALL(dspsound_pitchshift, return dsp_node2js(dsp_pitchshift(js2number(argv[0]))))
JSC_CCALL(dspsound_noise_gate, return dsp_node2js(dsp_noise_gate(js2number(argv[0]))))
JSC_CCALL(dspsound_limiter, return dsp_node2js(dsp_limiter(js2number(argv[0]))))
JSC_CCALL(dspsound_compressor, return dsp_node2js(dsp_compressor()))
JSC_CCALL(dspsound_crush, return dsp_node2js(dsp_bitcrush(js2number(argv[0]), js2number(argv[1]))))
JSC_CCALL(dspsound_lpf, return dsp_node2js(dsp_lpf(js2number(argv[0]))))
JSC_CCALL(dspsound_hpf, return dsp_node2js(dsp_hpf(js2number(argv[0]))))
JSC_CCALL(dspsound_delay, return dsp_node2js(dsp_delay(js2number(argv[0]), js2number(argv[1]))))
JSC_CCALL(dspsound_fwd_delay, return dsp_node2js(dsp_fwd_delay(js2number(argv[0]), js2number(argv[1]))))
JSC_CCALL(dspsound_source,
char *s = js2str(argv[0]);
JSValue ret = dsp_node2js(dsp_source(s));
JS_FreeCString(js,s);
JS_SetPrototype(js, ret, sound_proto);
return ret;
)
JSC_CCALL(dspsound_mix, return dsp_node2js(make_node(NULL,NULL,NULL)))
JSC_CCALL(dspsound_master, return dsp_node2js(masterbus))
JSC_CCALL(dspsound_plugin_node, plugin_node(js2dsp_node(argv[0]), js2dsp_node(argv[1])))
JSC_CCALL(dspsound_samplerate, return number2js(SAMPLERATE))
JSC_CCALL(dspsound_mod,
char *s = js2str(argv[0]);
JSValue ret = dsp_node2js(dsp_mod(s));
JS_FreeCString(js,s);
return ret;
)
JSC_CCALL(dspsound_midi,
char *s1;
char *s2;
s1 = js2str(argv[0]);
s2 = js2str(argv[1]);
JSValue ret = dsp_node2js(dsp_midi(s1, make_soundfont(s2)));
JS_FreeCString(js,s1);
JS_FreeCString(js,s2);
return ret;
)
static const JSCFunctionListEntry js_dspsound_funcs[] = {
MIST_FUNC_DEF(dspsound, noise, 0),
MIST_FUNC_DEF(dspsound, pink, 0),
MIST_FUNC_DEF(dspsound, red, 0),
MIST_FUNC_DEF(dspsound, pitchshift, 1),
MIST_FUNC_DEF(dspsound, noise_gate, 1),
MIST_FUNC_DEF(dspsound, limiter, 1),
MIST_FUNC_DEF(dspsound, compressor, 0),
MIST_FUNC_DEF(dspsound, crush, 2),
MIST_FUNC_DEF(dspsound, lpf, 1),
MIST_FUNC_DEF(dspsound, hpf, 1),
MIST_FUNC_DEF(dspsound, delay, 2),
MIST_FUNC_DEF(dspsound, fwd_delay, 2),
MIST_FUNC_DEF(dspsound, source, 1),
MIST_FUNC_DEF(dspsound, mix, 0),
MIST_FUNC_DEF(dspsound, master, 0),
MIST_FUNC_DEF(dspsound, plugin_node, 2),
MIST_FUNC_DEF(dspsound, samplerate, 0),
MIST_FUNC_DEF(dspsound, midi, 2),
MIST_FUNC_DEF(dspsound, mod, 1)
};
JSC_CCALL(shape_set_sensor, shape_set_sensor(js2ptr(argv[0]), js2bool(argv[1])))
JSC_CCALL(shape_get_sensor, shape_get_sensor(js2ptr(argv[0])))
JSC_CCALL(shape_set_enabled, shape_enabled(js2ptr(argv[0]), js2bool(argv[1])))
JSC_CCALL(shape_get_enabled, shape_is_enabled(js2ptr(argv[0])))
static const JSCFunctionListEntry js_shape_funcs[] = {
MIST_FUNC_DEF(shape, set_sensor, 2),
MIST_FUNC_DEF(shape, get_sensor, 1),
MIST_FUNC_DEF(shape, set_enabled, 2),
MIST_FUNC_DEF(shape, get_enabled, 1)
}; };
GETSET_PAIR(sprite, color, color) GETSET_PAIR(sprite, color, color)
@ -1838,7 +1713,7 @@ static const JSCFunctionListEntry js_texture_funcs[] = {
MIST_FUNC_DEF(texture, height, 0), MIST_FUNC_DEF(texture, height, 0),
MIST_FUNC_DEF(texture, path, 0), MIST_FUNC_DEF(texture, path, 0),
MIST_FUNC_DEF(texture, find, 1), MIST_FUNC_DEF(texture, find, 1),
//MIST_FUNC_DEF(texture, dimensions, 1), // MIST_FUNC_DEF(texture, dimensions, 1),
}; };
JSValue constraint_set_max_force (JSContext *js, JSValue this, JSValue val) { JSValue constraint_set_max_force (JSContext *js, JSValue this, JSValue val) {
@ -1966,9 +1841,6 @@ void ffi_load() {
globalThis = JS_GetGlobalObject(js); globalThis = JS_GetGlobalObject(js);
DUK_FUNC(make_gameobject, 0) DUK_FUNC(make_gameobject, 0)
DUK_FUNC(set_body, 3)
DUK_FUNC(q_body, 2)
DUK_FUNC(spline_cmd, 6)
DUK_FUNC(make_circle2d, 1) DUK_FUNC(make_circle2d, 1)
DUK_FUNC(cmd_circle2d, 6) DUK_FUNC(cmd_circle2d, 6)
DUK_FUNC(make_poly2d, 1) DUK_FUNC(make_poly2d, 1)
@ -1976,12 +1848,8 @@ void ffi_load() {
DUK_FUNC(make_edge2d, 3) DUK_FUNC(make_edge2d, 3)
DUK_FUNC(cmd_edge2d, 6) DUK_FUNC(cmd_edge2d, 6)
DUK_FUNC(make_model,2); DUK_FUNC(make_model,2);
DUK_FUNC(cmd, 6)
DUK_FUNC(register_collide, 6) DUK_FUNC(register_collide, 6)
DUK_FUNC(ui_text, 8)
DUK_FUNC(gui_img, 10)
DUK_FUNC(inflate_cpv, 3) DUK_FUNC(inflate_cpv, 3)
DUK_FUNC(performance, 2) DUK_FUNC(performance, 2)
@ -2000,6 +1868,7 @@ void ffi_load() {
QJSCLASSPREP_FUNCS(texture); QJSCLASSPREP_FUNCS(texture);
QJSCLASSPREP_FUNCS(constraint); QJSCLASSPREP_FUNCS(constraint);
QJSCLASSPREP_FUNCS(window); QJSCLASSPREP_FUNCS(window);
QJSCLASSPREP_FUNCS(drawmodel);
QJSGLOBALCLASS(os); QJSGLOBALCLASS(os);
QJSGLOBALCLASS(nota); QJSGLOBALCLASS(nota);
@ -2015,6 +1884,10 @@ void ffi_load() {
QJSGLOBALCLASS(render); QJSGLOBALCLASS(render);
QJSGLOBALCLASS(physics); QJSGLOBALCLASS(physics);
QJSGLOBALCLASS(vector); QJSGLOBALCLASS(vector);
QJSGLOBALCLASS(spline);
QJSGLOBALCLASS(joint);
QJSGLOBALCLASS(dspsound);
QJSGLOBALCLASS(shape);
JS_SetPropertyStr(js, prosperon, "version", str2js(VER)); JS_SetPropertyStr(js, prosperon, "version", str2js(VER));
JS_SetPropertyStr(js, prosperon, "revision", str2js(COM)); JS_SetPropertyStr(js, prosperon, "revision", str2js(COM));