particles and warp zones

This commit is contained in:
John Alanbrook 2024-01-04 14:14:37 +00:00
parent 913c74db96
commit 6e4b7e63f2
10 changed files with 126 additions and 23 deletions

9
docs/warp.md Normal file
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@ -0,0 +1,9 @@
# Warp effects
Warp effects deal with particles as well as physics based rigidbodies.
- Motor: Apply torque.
- Vortex: A whirlpool like force.
- Gravity: A simple gravity force.
- Wind: Wind like force, with simulated turbulence.
- Bomb: Short force radially outwards

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@ -189,16 +189,25 @@ struct rgba shape_color(cpShape *shape) {
return static_color;
}
static warp_gravity *space_gravity;
void phys2d_init()
{
space = cpSpaceNew();
cpSpaceSetSleepTimeThreshold(space, 1);
cpSpaceSetCollisionSlop(space, 0.01);
cpSpaceSetCollisionBias(space, cpfpow(1.0-0.5, 165.f));
space_gravity = warp_gravity_make();
YughWarn("Made gravity with %d spherical", space_gravity->spherical);
}
void phys2d_set_gravity(cpVect v) {
cpSpaceSetGravity(space, v);
void phys2d_set_gravity(HMM_Vec2 v)
{
float str = HMM_LenV2(v);
HMM_Vec2 dir = HMM_NormV2(v);
space_gravity->strength = str;
space_gravity->t.scale = (HMM_Vec3){v.x,v.y, 0};
space_gravity->planar_force = (HMM_Vec3){v.x,v.y,0};
}
void phys2d_update(float deltaT) { cpSpaceStep(space, deltaT); }

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@ -99,7 +99,7 @@ struct shape_cb {
void fire_hits();
void phys2d_rm_go_handlers(gameobject *go);
void phys2d_set_gravity(cpVect v);
void phys2d_set_gravity(HMM_Vec2 v);
void shape_enabled(struct phys2d_shape *shape, int enabled);
int shape_is_enabled(struct phys2d_shape *shape);

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@ -124,17 +124,19 @@ void gameobject_apply(gameobject *go) {
static void velocityFn(cpBody *body, cpVect gravity, cpFloat damping, cpFloat dt)
{
gameobject *go = body2go(body);
cpVect pos = cpBodyGetPosition(body);
HMM_Vec2 g = warp_force((HMM_Vec3){pos.x, pos.y, 0}, gravmask).xy;
if (!go) {
cpBodyUpdateVelocity(body,gravity,damping,dt);
cpBodyUpdateVelocity(body,g.cp,damping,dt);
return;
}
cpFloat d = isfinite(go->damping) ? go->damping : damping;
cpVect g = gravity;
if (isfinite(go->gravity.x) && isfinite(go->gravity.y))
g = go->gravity.cp;
cpBodyUpdateVelocity(body,g,d,dt*go->timescale);
if (isfinite(go->gravity.x) && isfinite(go->gravity.y))
g = go->gravity;
cpBodyUpdateVelocity(body,g.cp,d,dt*go->timescale);
if (isfinite(go->maxvelocity))
cpBodySetVelocity(body, cpvclamp(cpBodyGetVelocity(body), go->maxvelocity));

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@ -5,6 +5,7 @@
#include "HandmadeMath.h"
#include "transform.h"
#include "script.h"
#include "warp.h"
#define dag_rm(p,c) do{\
for (int i = arrlen(p->children)-1; i--; i >=0) {\
@ -40,6 +41,7 @@ struct gameobject {
float damping;
unsigned int layer;
cpShapeFilter filter;
// warpmask warpmask;
struct phys_cbs cbs;
struct shape_cb *shape_cbs;
JSValue ref;

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@ -548,7 +548,7 @@ JSValue duk_cmd(JSContext *js, JSValueConst this, int argc, JSValueConst *argv)
break;
case 8:
phys2d_set_gravity(js2vec2(argv[1]).cp);
phys2d_set_gravity(js2vec2(argv[1]));
break;
case 9:

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@ -22,7 +22,6 @@ static int draw_count;
struct scheduler sched;
void *mem;
struct par_vert {
HMM_Vec2 pos;
float angle;
@ -88,25 +87,19 @@ void particle_init()
}
emitter *make_emitter() {
emitter *e = NULL;
e = malloc(sizeof(*e));
emitter *e = calloc(sizeof(*e),1);
e->max = 20;
e->particles = NULL;
arrsetcap(e->particles, e->max);
for (int i = 0; i < arrlen(e->particles); i++)
e->particles[i].life = 0;
e->life = 10;
e->explosiveness = 0;
e->tte = lerp(e->explosiveness, e->life/e->max, 0);
e->color.times = NULL;
e->color.data = NULL;
e->color.type = LINEAR;
// e->warp_mask = gravmask;
sampler_add(&e->color, 0, (HMM_Vec4){1,1,1,1});
e->scale = 1;
e->speed = 20;
e->gravity = 1;
e->on = 0;
e->texture = texture_pullfromfile("glass_chunk2.gif");
arrpush(emitters,e);
return e;
@ -193,9 +186,10 @@ void parallel_step(emitter *e, struct scheduler *shed, struct sched_task_partiti
{
for (int i = t.end-1; i >=0; i--) {
if (e->particles[i].life <= 0) continue;
if (e->gravity)
if (e->warp_mask & gravmask)
e->particles[i].v = HMM_AddV4(e->particles[i].v, g_accel);
e->particles[i].v = HMM_AddV4(e->particles[i].v, HMM_MulV4F((HMM_Vec4){frand(2)-1, frand(2)-1, 0,0}, 1000*dt));
e->particles[i].pos = HMM_AddV4(e->particles[i].pos, HMM_MulV4F(e->particles[i].v, dt));
e->particles[i].angle += e->particles[i].av*dt;
e->particles[i].life -= dt;

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@ -2,6 +2,7 @@
#define PARTICLE_H
#include "HandmadeMath.h"
#include "warp.h"
#include "transform.h"
#include "texture.h"
#include "anim.h"
@ -22,13 +23,28 @@ typedef struct emitter {
float explosiveness; /* 0 for a stream, 1 for all at once. Range of values allowed. */
int max; /* number of particles */
double life; /* how long a particle lasts */
double tte; /* time to emit */
/* PARTICLE GEN */
float speed; /* initial speed of particle */
float variation; /* variation on speed */
float divergence; /* angular degree of variation from emitter normal, up to 1 */
sampler color; /* color over particle lifetime */
float scale;
float speed;
int gravity; /* true if affected by gravity */
float scale_var;
float grow_for; /* seconds to grow from small until scale */
float fade_for; /* seconds to shrink to small prior to its death */
/* PARTICLE TYPE */
texture *texture;
/* ROTATION AND COLLISION */
int collision_mask; /* mask for collision */
float bounce; /* bounce back after collision */
/* PARTICLE SPAWN */
int die_after_collision;
float persist; /* how long to linger after death */
float persist_var;
/* TRAILS */
warpmask warp_mask;
int on;
double tte; /* time to emit */
} emitter;
void particle_init();

44
source/engine/warp.c Normal file
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@ -0,0 +1,44 @@
#include "warp.h"
#include "stb_ds.h"
#include "log.h"
static warp_gravity **warps = NULL;
warp_gravity *warp_gravity_make()
{
warp_gravity *n = calloc(sizeof(*n),0);
n->t.pos = (HMM_Vec3){0,0,0};
n->strength = 9.8;
n->t.scale = (HMM_Vec3){0,-1,0};
n->planar_force = HMM_MulV3F(n->t.scale, n->strength);
n->mask = gravmask;
n->spherical = 0;
arrput(warps, n);
return n;
}
HMM_Vec3 warp_gravity_force(warp_gravity *g, HMM_Vec3 pos)
{
HMM_Vec3 f = (HMM_Vec3){0,0,0};
if (g->strength == 0) return f;
if (g->spherical) {
HMM_Vec3 dir = HMM_SubV3(g->t.pos, pos);
float len = HMM_LenV3(dir);
if (len == 0) return f;
HMM_Vec3 norm = HMM_NormV3(HMM_SubV3(g->t.pos, pos));
return HMM_MulV3F(norm,g->strength);
} else {
return g->planar_force;
}
}
HMM_Vec3 warp_force(HMM_Vec3 pos, warpmask mask)
{
HMM_Vec3 f = (HMM_Vec3){0,0,0};
for (int i = 0; i < arrlen(warps); i++) {
// if (!(mask & warps[i]->mask)) continue;
f = HMM_AddV3(f, warp_gravity_force(warps[i], pos));
}
return f;
}

27
source/engine/warp.h Normal file
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@ -0,0 +1,27 @@
#ifndef WARP_H
#define WARP_H
#include "stdint.h"
#include "transform.h"
typedef uint32_t warpmask;
#define gravmask 1U
typedef struct {
transform3d t;
float strength;
float decay;
int spherical;
HMM_Vec3 planar_force;
warpmask mask;
} warp_gravity;
/* returns the total force for an object at pos */
HMM_Vec3 warp_force(HMM_Vec3 pos, warpmask mask);
warp_gravity *warp_gravity_make();
#endif