Moved all component ffi into global objects
This commit is contained in:
parent
046b7c6f44
commit
7e6fc1ffbe
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@ -338,7 +338,7 @@ component.polygon2d = Object.copy(collider2d, {
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},
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hides: ['id', 'shape', 'gameobject'],
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_enghook: make_poly2d,
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_enghook: os.make_poly2d,
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points:[],
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setpoints(points) {
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this.points = points;
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@ -391,7 +391,7 @@ function pointscaler(x) {
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}
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component.polygon2d.impl = Object.mix(collider2d.impl, {
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sync() { cmd_poly2d(0, this.id, this.spoints());},
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sync() { poly2d.setverts(this.id,this.spoints()); },
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query() { return physics.shape_query(this.shape); },
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grow: pointscaler,
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});
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@ -523,7 +523,7 @@ component.edge2d = Object.copy(collider2d, {
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boundingbox() { return bbox.frompoints(this.points.map(x => x.scale(this.gameobject.scale))); },
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hides: ['gameobject', 'id', 'shape'],
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_enghook: make_edge2d,
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_enghook: os.make_edge2d,
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/* EDITOR */
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gizmo() {
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@ -635,16 +635,14 @@ component.edge2d = Object.copy(collider2d, {
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});
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component.edge2d.impl = Object.mix(collider2d.impl, {
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set thickness(x) {
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cmd_edge2d(1,this.id,x);
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},
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get thickness() { return physics.edge_thickness(this.id); },
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set thickness(x) { edge2d.set_thickness(this.id,x); },
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get thickness() { return edge2d.get_thickness(this.id); },
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grow: pointscaler,
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sync() {
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var sensor = this.sensor;
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var points = this.sample();
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if (!points) return;
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cmd_edge2d(0,this.id,points);
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edge2d.setverts(this.id,points);
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this.sensor = sensor;
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},
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});
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@ -788,7 +786,7 @@ component.circle2d = Object.copy(collider2d, {
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},
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hides: ['gameobject', 'id', 'shape', 'scale'],
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_enghook: make_circle2d,
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_enghook: os.make_circle2d,
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});
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component.circle2d.impl = Object.mix({
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@ -797,17 +795,17 @@ component.circle2d.impl = Object.mix({
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"radius",
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]),
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set radius(x) { cmd_circle2d(0,this.id,x); },
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get radius() { return cmd_circle2d(2,this.id); },
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set radius(x) { circle2d.set_radius(this.id,x); circle2d.sync(this.id); },
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get radius() { return circle2d.get_radius(this.id); },
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set scale(x) { this.radius = x; },
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get scale() { return this.radius; },
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set offset(x) { cmd_circle2d(1,this.id,x); },
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get offset() { return cmd_circle2d(3,this.id); },
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set offset(x) { circle2d.set_offset(this.id,x); circle2d.sync(this.id); },
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get offset() { circle2d.get_offset(this.id); },
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get pos() { return cmd_circle2d(3,this.id); },
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set pos(x) { cmd_circle2d(1,this.id,x); },
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get pos() { return this.offset; },
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set pos(x) { this.offset = x; },
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grow(x) {
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if (typeof x === 'number') this.scale *= x;
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@ -66,20 +66,20 @@ var Gizmos = {
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},
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};
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Object.assign(profile, {
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best_t(t) {
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profile.best_t = function(t) {
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var qq = 'ns';
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if (t > 1000) {
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t /= 1000;
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qq = 'us';
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if (t > 1000) {
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t /= 1000;
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qq = 'ms';
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qq = 'ms';
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}
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}
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return `${t.toPrecision(4)} ${qq}`;
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},
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cpu(fn, times, q) {
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}
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profile.cpu = function(fn, times, q) {
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times ??= 1;
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q ??= "unnamed";
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var start = profile.now();
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@ -91,40 +91,10 @@ Object.assign(profile, {
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var totalt = profile.best_t(elapsed);
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say(`profile [${q}]: ${profile.best_t(avgt)} average [${profile.best_t(totalt)} for ${times} loops]`);
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},
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}
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time(fn) {
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var start = profile.now();
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fn();
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return profile.lap(start);
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},
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lap(t) {
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return profile.best_t(profile.now()-t);
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},
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measure(fn, str) {
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str ??= 'unnamed';
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var start = profile.now();
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fn();
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say(`profile [${str}]: ${profile.lap(start)}`);
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},
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secs() { return this.now()/1000000000; },
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});
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performance.test = {
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barecall() { performance(0); },
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unpack_num(n) { performance(1,n); },
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unpack_array(n) { performance(2,n); },
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pack_num() { performance(3); },
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pack_string() { performance(6); },
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unpack_string(s) { performance(4,s); },
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unpack_32farr(a) { performance(5,a); },
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call_fn_n(fn1, n) { performance(7,fn1,n,fn2); },
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};
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performance.test.call_fn_n.doc = "Calls fn1 n times, and then fn2.";
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profile.ms = function(t) { return t/1000000; }
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profile.secs = function(t) { return t/1000000000; }
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/* These controls are available during editing, and during play of debug builds */
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debug.inputs = {};
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@ -273,6 +243,16 @@ debug.api.print_doc = function(name)
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return mdoc;
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}
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debug.log = {};
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debug.log.time = function(fn, name, avg=0)
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{
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debug.log.time[name] ??= [];
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var start = profile.now();
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fn();
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debug.log.time[name].push(profile.now()-start);
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}
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return {
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debug,
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Gizmos,
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@ -88,7 +88,7 @@ function eval_env(script, env, file)
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{
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env ??= {};
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file ??= "SCRIPT";
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console.info(`eval ${file}`);
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console.spam(`eval ${file}`);
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script = `(function() { ${script}; }).call(this);\n`;
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return os.eval_env(file,env,script);
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}
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@ -102,10 +102,10 @@ global.check_registers = function(obj)
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obj.timers.push(Register.physupdate.register(obj.physupdate.bind(obj)));
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if (typeof obj.collide === 'function')
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register_collide(0, obj.collide.bind(obj), obj.body);
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physics.collide_begin(obj.collide.bind(obj), obj.body);
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if (typeof obj.separate === 'function')
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register_collide(3,obj.separate.bind(obj), obj.body);
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physics.collide_separate(obj.separate.bind(obj), obj.body);
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if (typeof obj.draw === 'function')
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obj.timers.push(Register.draw.register(obj.draw.bind(obj), obj));
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@ -146,7 +146,7 @@ global.obscure('global');
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global.mixin("scripts/render.js");
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global.mixin("scripts/debug.js");
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var frame_t = profile.secs();
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var frame_t = profile.secs(profile.now());
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var updateMS = 1/60;
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var physMS = 1/60;
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@ -170,8 +170,8 @@ game.engine_start = function(s) {
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function process()
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{
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var dt = profile.secs() - frame_t;
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frame_t = profile.secs();
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var dt = profile.secs(profile.now()) - frame_t;
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frame_t = profile.secs(profile.now());
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prosperon.appupdate(dt);
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prosperon.emitters_step(dt);
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@ -286,7 +286,10 @@ prosperon.touchpress = function(touches){};
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prosperon.touchrelease = function(touches){};
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prosperon.touchmove = function(touches){};
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prosperon.clipboardpaste = function(str){};
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prosperon.quit = function(){};
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prosperon.quit = function(){
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for (var i in debug.log.time)
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console.warn(debug.log.time[i].map(x=>profile.ms(x)));
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};
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global.mixin("scripts/input.js");
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global.mixin("scripts/std.js");
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@ -342,7 +345,7 @@ var Register = {
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fn = fn.bind(obj);
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fns.push(fn);
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return function() {
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console.info(`removed from ${name}.`);
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console.spam(`removed from ${name}.`);
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fns.remove(fn);
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};
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}
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@ -426,7 +429,7 @@ global.mixin("scripts/actor.js");
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global.mixin("scripts/entity.js");
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function world_start() {
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gameobject.body = make_gameobject();
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gameobject.body = os.make_gameobject();
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gameobject.body.setref(gameobject);
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console.info("START WORLD");
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@ -316,8 +316,10 @@ var gameobject = {
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}
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}
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console.info(`Creating entity of type ${ent.ur}`);
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Object.mixin(ent, gameobject_impl);
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ent.body = make_gameobject();
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ent.body = os.make_gameobject();
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ent.warp_layer = [true];
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ent.phys = 2;
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ent.components = {};
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@ -359,7 +361,7 @@ var gameobject = {
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check_registers(ent);
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ent.components.forEach(function(x) {
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if (typeof x.collide === 'function')
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register_collide(1, x.collide.bind(x), ent.body, x.shape);
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physics.collide_shape(x.collide.bind(x), ent.body, x.shape);
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});
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@ -595,12 +597,13 @@ var gameobject = {
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kill() {
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if (this.__kill) return;
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this.__kill = true;
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console.info(`Killing entity of type ${this.ur}`);
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this.timers.forEach(t => t());
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this.timers = [];
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Event.rm_obj(this);
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Player.do_uncontrol(this);
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register_collide(2, undefined, this.body);
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physics.collide_rm(this.body);
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if (this.master) {
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this.master.remove_obj(this);
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@ -755,7 +758,6 @@ ur {
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/* Apply an ur u to an entity e */
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/* u is given as */
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function apply_ur(u, e) {
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console.info(`Applying ur named ${u}.`);
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if (typeof u !== 'string') {
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console.warn("Must give u as a string.");
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return;
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@ -105,10 +105,10 @@ void go_shape_moi(cpBody *body, cpShape *shape, gameobject *go) {
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}
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void gameobject_apply(gameobject *go) {
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cpBodySetType(go->body, go->bodytype);
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cpBodySetType(go->body, go->phys);
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cpBodyEachShape(go->body, go_shape_apply, go);
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if (go->bodytype == CP_BODY_TYPE_DYNAMIC) {
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if (go->phys == CP_BODY_TYPE_DYNAMIC) {
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cpBodySetMass(go->body, go->mass);
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cpBodySetMoment(go->body, 0.f);
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cpBodyEachShape(go->body, go_shape_moi, go);
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@ -149,7 +149,7 @@ gameobject *MakeGameobject() {
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gameobject *ngo = malloc(sizeof(*ngo));
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gameobject go = {
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.scale = (HMM_Vec3){1.f,1.f,1.f},
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.bodytype = CP_BODY_TYPE_STATIC,
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.phys = CP_BODY_TYPE_STATIC,
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.maxvelocity = INFINITY,
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.maxangularvelocity = INFINITY,
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.mass = 1.f,
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@ -27,7 +27,7 @@
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}while(0)
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struct gameobject {
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cpBodyType bodytype;
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cpBodyType phys;
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cpBody *body; /* NULL if this object is dead; has 2d position and rotation, relative to global 0 */
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HMM_Vec3 scale; /* local */
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int next;
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@ -41,7 +41,6 @@ struct gameobject {
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unsigned int layer;
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cpShapeFilter filter;
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unsigned int warp_filter;
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// warpmask warpmask;
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struct phys_cbs cbs;
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struct shape_cb *shape_cbs;
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JSValue ref;
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@ -23,28 +23,22 @@
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#include "resources.h"
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#include <sokol/sokol_time.h>
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#include <sokol/sokol_app.h>
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#include <time.h>
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#include <sys/time.h>
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#include <sys/stat.h>
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#include <sys/types.h>
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#include <unistd.h>
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#include <limits.h>
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#include "nota.h"
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#include "render.h"
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#include "model.h"
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#include "HandmadeMath.h"
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#if (defined(_WIN32) || defined(__WIN32__))
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#include <direct.h>
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#define mkdir(x,y) _mkdir(x)
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#endif
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#include "nota.h"
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#include "render.h"
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#include "model.h"
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#include "HandmadeMath.h"
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#define countof(x) (sizeof(x)/sizeof((x)[0]))
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static JSValue globalThis;
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@ -57,6 +51,26 @@ const char *js2str(JSValue v) {
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return JS_ToCString(js, v);
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}
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#define MIST_CFUNC_DEF(name, length, func1) { name, JS_PROP_WRITABLE | JS_PROP_CONFIGURABLE | JS_PROP_ENUMERABLE, JS_DEF_CFUNC, 0, .u = { .func = { length, JS_CFUNC_generic, { .generic = func1 } } } }
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#define MIST_FUNC_DEF(TYPE, FN, LEN) MIST_CFUNC_DEF(#FN, LEN, js_##TYPE##_##FN)
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#define MIST_FN_STR(NAME) MIST_CFUNC_DEF(#NAME, 1, js_##NAME)
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#define MIST_CGETSET_DEF(name, fgetter, fsetter) { name, JS_PROP_CONFIGURABLE | JS_PROP_ENUMERABLE, JS_DEF_CGETSET, 0, .u = { .getset = { .get = { .getter = fgetter }, .set = { .setter = fsetter } } } }
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#define CGETSET_ADD(ID, ENTRY) MIST_CGETSET_DEF(#ENTRY, ID##_get_##ENTRY, ID##_set_##ENTRY)
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#define GGETSET_ADD(ENTRY)
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#define JSC_CCALL(NAME, FN) JSValue js_##NAME (JSContext *js, JSValue this, int argc, JSValue *argv) { \
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{FN;} \
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return JS_UNDEFINED; \
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} \
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#define JSC_RET(NAME, FN) JSValue js_##NAME (JSContext *js, JSValue this, int argc, JSValue *argv) { \
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FN; } \
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#define QJSCLASS(TYPE)\
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static JSClassID js_ ## TYPE ## _id;\
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static void js_##TYPE##_finalizer(JSRuntime *rt, JSValue val){\
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@ -571,118 +585,34 @@ void gameobject_add_shape_collider(gameobject *go, JSValue fn, struct phys2d_sha
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arrpush(go->shape_cbs, shapecb);
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}
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JSValue duk_register_collide(JSContext *js, JSValue this, int argc, JSValue *argv) {
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int cmd = js2number(argv[0]);
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gameobject *go = js2gameobject(argv[2]);
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JSValue fn = argv[1];
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struct phys2d_circle *js2circle2d(JSValue v) { return js2ptr(v); }
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switch (cmd) {
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case 0:
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go->cbs.begin = JS_DupValue(js,fn);
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break;
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JSC_CCALL(circle2d_set_radius, js2circle2d(argv[0])->radius = js2number(argv[1]))
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JSC_CCALL(circle2d_get_radius, return number2js(js2circle2d(argv[0])->radius))
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JSC_CCALL(circle2d_set_offset, js2circle2d(argv[0])->offset = js2vec2(argv[1]))
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JSC_CCALL(circle2d_get_offset, return vec22js(js2circle2d(argv[0])->offset))
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JSC_CCALL(circle2d_sync, phys2d_shape_apply(&js2circle2d(argv[0])->shape))
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case 1:
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gameobject_add_shape_collider(go, JS_DupValue(js,fn), js2ptr(argv[3]));
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break;
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static const JSCFunctionListEntry js_circle2d_funcs[] = {
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MIST_FUNC_DEF(circle2d, set_radius, 2),
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MIST_FUNC_DEF(circle2d, get_radius, 1),
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MIST_FUNC_DEF(circle2d, set_offset, 2),
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MIST_FUNC_DEF(circle2d, get_offset, 1),
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MIST_FUNC_DEF(circle2d, sync, 1),
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};
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case 2:
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phys2d_rm_go_handlers(go);
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break;
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struct phys2d_poly *js2poly2d(JSValue v) { return js2ptr(v); }
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case 3:
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go->cbs.separate = JS_DupValue(js,fn);
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break;
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}
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JSC_CCALL(poly2d_setverts,
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struct phys2d_poly *p = js2poly2d(argv[0]);
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HMM_Vec2 *v = js2cpvec2arr(argv[1]);
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phys2d_poly_setverts(p,v);
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arrfree(v);
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)
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return JS_UNDEFINED;
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}
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||||
|
||||
JSValue duk_make_circle2d(JSContext *js, JSValue this, int argc, JSValue *argv) {
|
||||
gameobject *go = js2gameobject(argv[0]);
|
||||
|
||||
struct phys2d_circle *circle = Make2DCircle(go);
|
||||
|
||||
JSValue circleval = JS_NewObject(js);
|
||||
js_setprop_str(circleval, "id", ptr2js(circle));
|
||||
js_setprop_str(circleval, "shape", ptr2js(&circle->shape));
|
||||
return circleval;
|
||||
}
|
||||
|
||||
JSValue duk_make_model(JSContext *js, JSValue this, int argc, JSValue *argv)
|
||||
{
|
||||
gameobject *go = js2gameobject(argv[0]);
|
||||
struct drawmodel *dm = make_drawmodel(go);
|
||||
JSValue ret = JS_NewObject(js);
|
||||
js_setprop_str(ret, "id", ptr2js(dm));
|
||||
return ret;
|
||||
}
|
||||
|
||||
JSValue duk_cmd_circle2d(JSContext *js, JSValue this, int argc, JSValue *argv) {
|
||||
int cmd = js2number(argv[0]);
|
||||
struct phys2d_circle *circle = js2ptr(argv[1]);
|
||||
|
||||
if (!circle) return JS_UNDEFINED;
|
||||
|
||||
switch (cmd) {
|
||||
case 0:
|
||||
circle->radius = js2number(argv[2]);
|
||||
break;
|
||||
|
||||
case 1:
|
||||
circle->offset = js2vec2(argv[2]);
|
||||
break;
|
||||
|
||||
case 2:
|
||||
return number2js(circle->radius);
|
||||
|
||||
case 3:
|
||||
return vec22js(circle->offset);
|
||||
}
|
||||
phys2d_shape_apply(&circle->shape);
|
||||
|
||||
return JS_UNDEFINED;
|
||||
}
|
||||
|
||||
JSValue duk_make_poly2d(JSContext *js, JSValue this, int argc, JSValue *argv) {
|
||||
gameobject *go = js2gameobject(argv[0]);
|
||||
struct phys2d_poly *poly = Make2DPoly(go);
|
||||
phys2d_poly_setverts(poly, NULL);
|
||||
JSValue polyval = JS_NewObject(js);
|
||||
js_setprop_str(polyval, "id", ptr2js(poly));
|
||||
js_setprop_str(polyval, "shape", ptr2js(&poly->shape));
|
||||
return polyval;
|
||||
}
|
||||
|
||||
JSValue duk_cmd_poly2d(JSContext *js, JSValue this, int argc, JSValue *argv) {
|
||||
int cmd = js2number(argv[0]);
|
||||
struct phys2d_poly *poly = js2ptr(argv[1]);
|
||||
HMM_Vec2 *v1 = NULL;
|
||||
|
||||
if (!poly) return JS_UNDEFINED;
|
||||
|
||||
switch (cmd) {
|
||||
case 0:
|
||||
v1 = js2cpvec2arr(argv[2]);
|
||||
phys2d_poly_setverts(poly, v1);
|
||||
break;
|
||||
}
|
||||
if (v1) arrfree(v1);
|
||||
|
||||
return JS_UNDEFINED;
|
||||
}
|
||||
|
||||
JSValue duk_make_edge2d(JSContext *js, JSValue this, int argc, JSValue *argv) {
|
||||
gameobject *go = js2gameobject(argv[0]);
|
||||
struct phys2d_edge *edge = Make2DEdge(go);
|
||||
HMM_Vec2 *points = js2cpvec2arr(argv[1]);
|
||||
phys2d_edge_update_verts(edge, points);
|
||||
arrfree(points);
|
||||
|
||||
JSValue edgeval = JS_NewObject(js);
|
||||
js_setprop_str(edgeval, "id", ptr2js(edge));
|
||||
js_setprop_str(edgeval, "shape", ptr2js(&edge->shape));
|
||||
return edgeval;
|
||||
}
|
||||
static const JSCFunctionListEntry js_poly2d_funcs[] = {
|
||||
MIST_FUNC_DEF(poly2d, setverts, 2),
|
||||
};
|
||||
|
||||
#define GETSET_PAIR(ID, ENTRY, TYPE) \
|
||||
JSValue ID##_set_##ENTRY (JSContext *js, JSValue this, JSValue val) { \
|
||||
|
@ -732,26 +662,6 @@ GETSET_PAIR(warp_gravity, spherical, bool)
|
|||
GETSET_PAIR(warp_gravity, mask, bitmask)
|
||||
GETSET_PAIR(warp_gravity, planar_force, vec3)
|
||||
|
||||
#define MIST_CFUNC_DEF(name, length, func1) { name, JS_PROP_WRITABLE | JS_PROP_CONFIGURABLE | JS_PROP_ENUMERABLE, JS_DEF_CFUNC, 0, .u = { .func = { length, JS_CFUNC_generic, { .generic = func1 } } } }
|
||||
|
||||
#define MIST_FUNC_DEF(TYPE, FN, LEN) MIST_CFUNC_DEF(#FN, LEN, js_##TYPE##_##FN)
|
||||
|
||||
#define MIST_FN_STR(NAME) MIST_CFUNC_DEF(#NAME, 1, js_##NAME)
|
||||
|
||||
#define MIST_CGETSET_DEF(name, fgetter, fsetter) { name, JS_PROP_CONFIGURABLE | JS_PROP_ENUMERABLE, JS_DEF_CGETSET, 0, .u = { .getset = { .get = { .getter = fgetter }, .set = { .setter = fsetter } } } }
|
||||
|
||||
#define CGETSET_ADD(ID, ENTRY) MIST_CGETSET_DEF(#ENTRY, ID##_get_##ENTRY, ID##_set_##ENTRY)
|
||||
|
||||
#define GGETSET_ADD(ENTRY)
|
||||
|
||||
#define JSC_CCALL(NAME, FN) JSValue js_##NAME (JSContext *js, JSValue this, int argc, JSValue *argv) { \
|
||||
{FN;} \
|
||||
return JS_UNDEFINED; \
|
||||
} \
|
||||
|
||||
#define JSC_RET(NAME, FN) JSValue js_##NAME (JSContext *js, JSValue this, int argc, JSValue *argv) { \
|
||||
FN; } \
|
||||
|
||||
static const JSCFunctionListEntry js_warp_gravity_funcs [] = {
|
||||
CGETSET_ADD(warp_gravity, strength),
|
||||
CGETSET_ADD(warp_gravity, decay),
|
||||
|
@ -878,6 +788,47 @@ JSC_CCALL(os_sprite,
|
|||
return sprite2js(sprite_make());
|
||||
)
|
||||
|
||||
JSC_CCALL(os_make_gameobject, return gameobject2js(MakeGameobject()))
|
||||
JSC_CCALL(os_make_circle2d,
|
||||
gameobject *go = js2gameobject(argv[0]);
|
||||
struct phys2d_circle *circle = Make2DCircle(go);
|
||||
JSValue circleval = JS_NewObject(js);
|
||||
js_setprop_str(circleval, "id", ptr2js(circle));
|
||||
js_setprop_str(circleval, "shape", ptr2js(&circle->shape));
|
||||
return circleval;
|
||||
)
|
||||
|
||||
JSC_CCALL(os_make_model,
|
||||
gameobject *go = js2gameobject(argv[0]);
|
||||
struct drawmodel *dm = make_drawmodel(go);
|
||||
JSValue ret = JS_NewObject(js);
|
||||
js_setprop_str(ret, "id", ptr2js(dm));
|
||||
return ret;
|
||||
)
|
||||
|
||||
JSC_CCALL(os_make_poly2d,
|
||||
gameobject *go = js2gameobject(argv[0]);
|
||||
struct phys2d_poly *poly = Make2DPoly(go);
|
||||
phys2d_poly_setverts(poly, NULL);
|
||||
JSValue polyval = JS_NewObject(js);
|
||||
js_setprop_str(polyval, "id", ptr2js(poly));
|
||||
js_setprop_str(polyval, "shape", ptr2js(&poly->shape));
|
||||
return polyval;
|
||||
)
|
||||
|
||||
JSC_CCALL(os_make_edge2d,
|
||||
gameobject *go = js2gameobject(argv[0]);
|
||||
struct phys2d_edge *edge = Make2DEdge(go);
|
||||
HMM_Vec2 *points = js2cpvec2arr(argv[1]);
|
||||
phys2d_edge_update_verts(edge, points);
|
||||
arrfree(points);
|
||||
|
||||
JSValue edgeval = JS_NewObject(js);
|
||||
js_setprop_str(edgeval, "id", ptr2js(edge));
|
||||
js_setprop_str(edgeval, "shape", ptr2js(&edge->shape));
|
||||
return edgeval;
|
||||
)
|
||||
|
||||
static const JSCFunctionListEntry js_os_funcs[] = {
|
||||
MIST_FUNC_DEF(os,sprite,1),
|
||||
MIST_FUNC_DEF(os, cwd, 0),
|
||||
|
@ -888,6 +839,11 @@ static const JSCFunctionListEntry js_os_funcs[] = {
|
|||
MIST_FUNC_DEF(os, gc, 0),
|
||||
MIST_FUNC_DEF(os, capture, 5),
|
||||
MIST_FUNC_DEF(os, eval_env, 3),
|
||||
MIST_FUNC_DEF(os, make_gameobject, 0),
|
||||
MIST_FUNC_DEF(os, make_circle2d, 1),
|
||||
MIST_FUNC_DEF(os, make_poly2d, 1),
|
||||
MIST_FUNC_DEF(os, make_edge2d, 1),
|
||||
MIST_FUNC_DEF(os, make_model, 2),
|
||||
};
|
||||
|
||||
JSC_CCALL(render_normal, opengl_rendermode(LIT))
|
||||
|
@ -1350,10 +1306,13 @@ JSC_CCALL(physics_closest_point,
|
|||
|
||||
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))
|
||||
|
||||
JSC_CCALL(physics_collide_begin, js2gameobject(argv[1])->cbs.begin = JS_DupValue(js,argv[0]))
|
||||
JSC_CCALL(physics_collide_rm, phys2d_rm_go_handlers(js2gameobject(argv[0])))
|
||||
JSC_CCALL(physics_collide_separate, js2gameobject(argv[1])->cbs.separate = JS_DupValue(js,argv[0]))
|
||||
JSC_CCALL(physics_collide_shape, gameobject_add_shape_collider(js2gameobject(argv[1]), JS_DupValue(js,argv[0]), js2ptr(argv[2])))
|
||||
|
||||
static const JSCFunctionListEntry js_physics_funcs[] = {
|
||||
MIST_FUNC_DEF(physics,edge_thickness,1),
|
||||
MIST_FUNC_DEF(physics, sgscale, 2),
|
||||
MIST_FUNC_DEF(physics, set_cat_mask, 2),
|
||||
MIST_FUNC_DEF(physics, box_query, 2),
|
||||
|
@ -1363,6 +1322,10 @@ static const JSCFunctionListEntry js_physics_funcs[] = {
|
|||
MIST_FUNC_DEF(physics, closest_point, 3),
|
||||
MIST_FUNC_DEF(physics, make_damp, 0),
|
||||
MIST_FUNC_DEF(physics, make_gravity, 0),
|
||||
MIST_FUNC_DEF(physics, collide_begin, 2),
|
||||
MIST_FUNC_DEF(physics, collide_rm, 1),
|
||||
MIST_FUNC_DEF(physics, collide_separate, 2),
|
||||
MIST_FUNC_DEF(physics, collide_shape, 3)
|
||||
};
|
||||
|
||||
static const JSCFunctionListEntry js_emitter_funcs[] = {
|
||||
|
@ -1517,7 +1480,8 @@ 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(phys, Type, number)
|
||||
GETSET_PAIR(gameobject, phys, 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)))
|
||||
|
@ -1539,8 +1503,6 @@ GETSET_PAIR(gameobject, warp_filter, bitmask)
|
|||
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[] = {
|
||||
CGETSET_ADD(gameobject, f),
|
||||
CGETSET_ADD(gameobject, e),
|
||||
|
@ -1741,31 +1703,21 @@ static const JSCFunctionListEntry js_constraint_funcs[] = {
|
|||
CGETSET_ADD(constraint, collide),
|
||||
};
|
||||
|
||||
JSValue duk_cmd_edge2d(JSContext *js, JSValue this, int argc, JSValue *argv) {
|
||||
int cmd = js2number(argv[0]);
|
||||
struct phys2d_edge *edge = js2ptr(argv[1]);
|
||||
struct phys2d_edge *js2edge2d(JSValue v) { return js2ptr(v); }
|
||||
JSC_CCALL(edge2d_setverts,
|
||||
struct phys2d_edge *edge = js2edge2d(argv[0]);
|
||||
HMM_Vec2 *v = js2cpvec2arr(argv[1]);
|
||||
phys2d_edge_update_verts(edge,v);
|
||||
arrfree(v);
|
||||
)
|
||||
JSC_CCALL(edge2d_set_thickness, js2edge2d(argv[0])->thickness = js2number(argv[1]))
|
||||
JSC_CCALL(edge2d_get_thickness, return number2js(js2edge2d(argv[0])->thickness))
|
||||
|
||||
if (!edge) {
|
||||
YughError("Attempted to do a cmd on edge %p. Not found.", edge);
|
||||
return JS_UNDEFINED;
|
||||
}
|
||||
|
||||
HMM_Vec2 *v1 = NULL;
|
||||
|
||||
switch (cmd) {
|
||||
case 0:
|
||||
v1 = js2cpvec2arr(argv[2]);
|
||||
phys2d_edge_update_verts(edge,v1);
|
||||
break;
|
||||
|
||||
case 1:
|
||||
edge->thickness = js2number(argv[2]);
|
||||
break;
|
||||
}
|
||||
if (v1) arrfree(v1);
|
||||
|
||||
return JS_UNDEFINED;
|
||||
}
|
||||
static const JSCFunctionListEntry js_edge2d_funcs[] = {
|
||||
MIST_FUNC_DEF(edge2d, setverts, 2),
|
||||
MIST_FUNC_DEF(edge2d, set_thickness, 2),
|
||||
MIST_FUNC_DEF(edge2d, get_thickness, 1),
|
||||
};
|
||||
|
||||
JSValue duk_inflate_cpv(JSContext *js, JSValue this, int argc, JSValue *argv) {
|
||||
HMM_Vec2 *points = js2cpvec2arr(argv[0]);
|
||||
|
@ -1781,36 +1733,29 @@ JSValue duk_inflate_cpv(JSContext *js, JSValue this, int argc, JSValue *argv) {
|
|||
|
||||
const char *STRTEST = "TEST STRING";
|
||||
|
||||
JSValue duk_performance(JSContext *js, JSValue this, int argc, JSValue *argv)
|
||||
{
|
||||
int cmd = js2number(argv[0]);
|
||||
switch(cmd) {
|
||||
case 0:
|
||||
break;
|
||||
case 1:
|
||||
js2number(argv[1]);
|
||||
break;
|
||||
case 2:
|
||||
js2cpvec2arr(argv[1]);
|
||||
break;
|
||||
case 3:
|
||||
return number2js(1.0);
|
||||
case 4:
|
||||
js2str(argv[1]);
|
||||
break;
|
||||
case 5:
|
||||
jsfloat2vec(argv[1]);
|
||||
break;
|
||||
case 6:
|
||||
return JS_NewStringLen(js, STRTEST, sizeof(*STRTEST));
|
||||
case 7:
|
||||
for (int i = 0; i < js2number(argv[2]); i++)
|
||||
script_call_sym(argv[1],0,NULL);
|
||||
script_call_sym(argv[3],0,NULL);
|
||||
break;
|
||||
}
|
||||
return JS_UNDEFINED;
|
||||
}
|
||||
JSC_CCALL(performance_barecall,)
|
||||
JSC_CCALL(performance_unpack_num, int i = js2number(argv[0]))
|
||||
JSC_CCALL(performance_unpack_array, js2cpvec2arr(argv[0]))
|
||||
JSC_CCALL(performance_pack_num, return number2js(1.0))
|
||||
JSC_CCALL(performance_pack_string, return JS_NewStringLen(js, STRTEST, sizeof(*STRTEST)))
|
||||
JSC_CCALL(performance_unpack_string, js2str(argv[0]))
|
||||
JSC_CCALL(performance_unpack_32farr, jsfloat2vec(argv[0]))
|
||||
JSC_CCALL(performance_call_fn_n,
|
||||
for (int i = 0; i < js2number(argv[1]); i++)
|
||||
script_call_sym(argv[0],0,NULL);
|
||||
script_call_sym(argv[2],0,NULL);
|
||||
)
|
||||
|
||||
static const JSCFunctionListEntry js_performance_funcs[] = {
|
||||
MIST_FUNC_DEF(performance, barecall,0),
|
||||
MIST_FUNC_DEF(performance, unpack_num, 1),
|
||||
MIST_FUNC_DEF(performance, unpack_array, 1),
|
||||
MIST_FUNC_DEF(performance, pack_num, 0),
|
||||
MIST_FUNC_DEF(performance, pack_string, 0),
|
||||
MIST_FUNC_DEF(performance, unpack_string, 1),
|
||||
MIST_FUNC_DEF(performance, unpack_32farr, 1),
|
||||
MIST_FUNC_DEF(performance, call_fn_n, 3)
|
||||
};
|
||||
|
||||
JSValue js_nota_encode(JSContext *js, JSValue this, int argc, JSValue *argv)
|
||||
{
|
||||
|
@ -1844,18 +1789,7 @@ static const JSCFunctionListEntry js_nota_funcs[] = {
|
|||
void ffi_load() {
|
||||
globalThis = JS_GetGlobalObject(js);
|
||||
|
||||
DUK_FUNC(make_gameobject, 0)
|
||||
DUK_FUNC(make_circle2d, 1)
|
||||
DUK_FUNC(cmd_circle2d, 6)
|
||||
DUK_FUNC(make_poly2d, 1)
|
||||
DUK_FUNC(cmd_poly2d, 6)
|
||||
DUK_FUNC(make_edge2d, 3)
|
||||
DUK_FUNC(cmd_edge2d, 6)
|
||||
DUK_FUNC(make_model,2);
|
||||
DUK_FUNC(register_collide, 6)
|
||||
|
||||
DUK_FUNC(inflate_cpv, 3)
|
||||
DUK_FUNC(performance, 2)
|
||||
|
||||
QJSCLASSPREP(ptr);
|
||||
QJSCLASSPREP_FUNCS(gameobject);
|
||||
|
@ -1892,6 +1826,11 @@ void ffi_load() {
|
|||
QJSGLOBALCLASS(joint);
|
||||
QJSGLOBALCLASS(dspsound);
|
||||
QJSGLOBALCLASS(pshape);
|
||||
QJSGLOBALCLASS(performance);
|
||||
|
||||
QJSGLOBALCLASS(circle2d);
|
||||
QJSGLOBALCLASS(poly2d);
|
||||
QJSGLOBALCLASS(edge2d);
|
||||
|
||||
JS_SetPropertyStr(js, prosperon, "version", str2js(VER));
|
||||
JS_SetPropertyStr(js, prosperon, "revision", str2js(COM));
|
||||
|
|
Loading…
Reference in a new issue