unseparated body from gameobject; now 'entity'

This commit is contained in:
John Alanbrook 2024-03-20 16:07:23 -05:00
parent 23afa7b266
commit d3db5ca61e
9 changed files with 81 additions and 150 deletions

View file

@ -22,7 +22,7 @@ var component = {
make(go) {
var nc = Object.create(this);
nc.gameobject = go;
Object.mixin(nc, this._enghook(go.body));
Object.mixin(nc, this._enghook(go));
assign_impl(nc,this.impl);
Object.hide(nc, 'gameobject', 'id');
nc.post();
@ -152,7 +152,7 @@ Object.mixin(os.sprite(true), {
os.sprite(true).make = function(go)
{
var sp = os.sprite();
sp.go = go.body;
sp.go = go;
sp.gameobject = go;
return sp;
}

View file

@ -14,7 +14,7 @@ debug.draw_bb = false;
debug.draw_gizmos = false;
debug.draw_names = false;
debug.draw = function() {
if (this.draw_phys) game.all_objects(function(x) { debug.draw_gameobject(x.body); });
if (this.draw_phys) game.all_objects(function(x) { debug.draw_gameobject(x); });
if (this.draw_bb)
game.all_objects(function(x) { debug.boundingbox(x.boundingbox(), Color.debug.boundingbox.alpha(0.05)); });

View file

@ -58,8 +58,6 @@ console.doc = {
clear: "Clear console."
};
console.stdout_lvl = 1;
globalThis.global = globalThis;
function use(file)
@ -102,10 +100,10 @@ global.check_registers = function(obj)
obj.timers.push(Register.physupdate.register(obj.physupdate.bind(obj)));
if (typeof obj.collide === 'function')
physics.collide_begin(obj.collide.bind(obj), obj.body);
physics.collide_begin(obj.collide.bind(obj), obj);
if (typeof obj.separate === 'function')
physics.collide_separate(obj.separate.bind(obj), obj.body);
physics.collide_separate(obj.separate.bind(obj), obj);
if (typeof obj.draw === 'function')
obj.timers.push(Register.draw.register(obj.draw.bind(obj), obj));
@ -428,26 +426,13 @@ global.mixin("scripts/actor.js");
global.mixin("scripts/entity.js");
function world_start() {
gameobject.body = os.make_gameobject();
gameobject.body.setref(gameobject);
console.info("START WORLD");
globalThis.world = Object.create(gameobject);
gameobject.level = world;
globalThis.world = os.make_gameobject();
world.setref(world);
world.objects = {};
world.check_dirty = function() {};
world.namestr = function(){};
world._ed = {
selectable:false,
dirty:false,
};
world.toString = function() { return "world"; };
world.master = gameobject;
world.ur = "world";
world.kill = function() { this.clear(); };
world.phys = 2;
Object.hide(gameobject, 'timescale');
var cam = world.spawn("scripts/camera2d.jso");
game.view_camera(cam);
}
@ -457,7 +442,7 @@ global.mixin("scripts/physics.js");
game.view_camera = function(cam)
{
game.camera = cam;
render.cam_body(game.camera.body);
render.cam_body(game.camera);
}
window.title = `Prosperon v${prosperon.version}`;

View file

@ -13,12 +13,12 @@ function obj_unique_name(name, obj) {
var gameobject_impl = {
get pos() {
assert(this.master, `Entity ${this.toString()} has no master.`);
return this.master.body.world2this(this.worldpos());
return this.master.world2this(this.worldpos());
},
set pos(x) {
assert(this.master, `Entity ${this.toString()} has no master.`);
this.set_worldpos(this.master.body.this2world(x));
this.set_worldpos(this.master.this2world(x));
},
get angle() {
@ -56,47 +56,6 @@ var gameobject_impl = {
obj.pos = obj.pos.map((x, i) => x * pct[i]);
});
},
get draw_layer() { return this.body.drawlayer; },
set draw_layer(x) { this.body.drawlayer = x; },
set layer(x) { this.body.layer = x; },
get layer() { return this.body.layer; },
set warp_layer(x) { this.body.warp_filter = x; },
get warp_layer() { return this.body.warp_filter; },
set mass(x) { this.body.mass = x; },
get mass() {
if (!(this.phys === physics.dynamic))
return undefined;
return this.body.mass;
},
get elasticity() { return this.body.e; },
set elasticity(x) { this.body.e = x; },
get friction() { return this.body.f; },
set friction(x) { this.body.f = x; },
set timescale(x) { this.body.timescale = x; },
get timescale() { return this.body.timescale; },
set phys(x) { this.body.phys = x; },
get phys() { return this.body.phys; },
get velocity() { return this.body.velocity; },
set velocity(x) { this.body.velocity = x; },
get damping() { return this.body.damping; },
set damping(x) { this.body.damping = x },
get angularvelocity() { return Math.rad2turn(this.body.angularvelocity); },
set angularvelocity(x) { this.body.angularvelocity = Math.turn2rad(x); },
get max_velocity() { return this.body.maxvelocity; },
set max_velocity(x) { this.body.maxvelocity = x; },
get max_angularvelocity() { return this.body.maxangularvelocity; },
set max_angularvelocity(x) { this.body.maxangularvelocity = x; },
get_moi() { return this.body.moi; },
set_moi(x) {
if (x <= 0) {
console.error("Cannot set moment of inertia to 0 or less.");
return;
}
this.body.moi = x;
},
};
var gameobject = {
@ -108,6 +67,7 @@ var gameobject = {
if (comps.length) return comps;
return undefined;
},
check_dirty() {
this._ed.urdiff = this.json_obj();
this._ed.dirty = !Object.empty(this._ed.urdiff);
@ -121,6 +81,7 @@ var gameobject = {
else
this._ed.inst = false;
},
_ed: {
selectable: false,
dirty: false
@ -144,32 +105,32 @@ var gameobject = {
},
/* pin this object to the to object */
pin(to) {
var p = joint.pin(this.body,to.body);
var p = joint.pin(this,to);
},
slide(to, a, b, min, max) {
a ??= [0, 0];
b ??= [0, 0];
min ??= 0;
max ??= 50;
var p = joint.slide(this.body, to.body, a, b, min, max);
var p = joint.slide(this, to, a, b, min, max);
p.max_force = 500;
p.break();
},
pivot(to, piv) {
piv ??= this.worldpos();
var p = joint.pivot(this.body, to.body, piv);
var p = joint.pivot(this, to, piv);
},
/* groove is on to, from local points a and b, anchored to this at local anchor */
groove(to, a, b, anchor) {
anchor ??= [0, 0];
var p = joint.groove(to.body, this.body, a, b, anchor);
var p = joint.groove(to, this, a, b, anchor);
},
damped_spring(to, length, stiffness, damping) {
length ??= Vector.length(this.worldpos(), to.worldpos());
stiffness ??= 1;
damping ??= 1;
var dc = 2 * Math.sqrt(stiffness * this.mass);
var p = joint.damped_spring(this.body, to.body, [0, 0], [0, 0], stiffness, damping * dc);
var p = joint.damped_spring(this, to, [0, 0], [0, 0], stiffness, damping * dc);
},
damped_rotary_spring(to, angle, stiffness, damping) {
angle ??= 0;
@ -179,23 +140,23 @@ var gameobject = {
/* damping = 1 is critical */
var dc = 2 * Math.sqrt(stiffness * this.get_moi()); /* critical damping number */
/* zeta = actual/critical */
var p = joint.damped_rotary(this.body, to.body, angle, stiffness, damping * dc);
var p = joint.damped_rotary(this, to, angle, stiffness, damping * dc);
},
rotary_limit(to, min, max) {
var p = joint.rotary(this.body, to.body, Math.turn2rad(min), Math.turn2rad(max));
var p = joint.rotary(this, to, Math.turn2rad(min), Math.turn2rad(max));
},
ratchet(to, ratch) {
var phase = this.angle - to.angle;
var p = joint.ratchet(this.body, to.body, phase, Math.turn2rad(ratch));
var p = joint.ratchet(this, to, phase, Math.turn2rad(ratch));
},
gear(to, ratio) {
phase ??= 1;
ratio ??= 1;
var phase = this.angle - to.angle;
var p = joint.gear(this.body, to.body, phase, ratio);
var p = joint.gear(this, to, phase, ratio);
},
motor(to, rate) {
var p = joint.motor(this.body, to.body, rate);
var p = joint.motor(this, to, rate);
},
path_from(o) {
@ -254,15 +215,12 @@ var gameobject = {
return killfn;
},
set torque(x) { if (!(x >= 0 && x <= Infinity)) return;
this.body.torque = x; },
gscale() { return this.body.scale; },
gscale() { return this.scale; },
sgscale(x) {
if (typeof x === 'number')
x = [x, x];
physics.sgscale(this.body, x)
physics.sgscale(this, x)
},
phys_material() {
@ -272,21 +230,18 @@ var gameobject = {
return mat;
},
worldpos() { return this.body.pos; },
worldpos() { return this.pos; },
set_worldpos(x) {
var poses = this.objects.map(x => x.pos);
this.body.pos = x;
this.pos = x;
this.objects.forEach((o, i) => o.set_worldpos(this.this2world(poses[i])));
},
screenpos() { return window.world2screen(this.worldpos()); },
worldangle() { return Math.rad2turn(this.body.angle); },
sworldangle(x) { this.body.angle = Math.turn2rad(x); },
worldangle() { return Math.rad2turn(this.angle); },
sworldangle(x) { this.angle = Math.turn2rad(x); },
get_ur() {
// if (this.ur === 'empty') return undefined;
return Object.access(ur, this.ur);
},
get_ur() { return Object.access(ur, this.ur); },
/* spawn an entity
text can be:
@ -295,8 +250,8 @@ var gameobject = {
nothing
*/
spawn(text) {
var ent = Object.create(gameobject);
var ent = os.make_gameobject();
if (typeof text === 'object')
text = text.name;
@ -318,8 +273,6 @@ var gameobject = {
console.info(`Creating entity of type ${ent.ur}`);
Object.mixin(ent, gameobject_impl);
ent.body = os.make_gameobject();
ent.warp_layer = [true];
ent.phys = 2;
ent.components = {};
@ -335,9 +288,9 @@ var gameobject = {
urdiff: {},
};
ent.body.setref(ent); // set the internal obj reference to this obj
ent.setref(ent);
Object.hide(ent, 'ur', 'body', 'components', 'objects', '_ed', 'timers', 'master');
Object.hide(ent, 'ur', 'components', 'objects', '_ed', 'timers', 'master');
if (ent.ur === 'empty') {
if (!ur.empty.proto) ur.empty.proto = json.decode(json.encode(ent));
return ent;
@ -361,10 +314,9 @@ var gameobject = {
check_registers(ent);
ent.components.forEach(function(x) {
if (typeof x.collide === 'function')
physics.collide_shape(x.collide.bind(x), ent.body, x.shape);
physics.collide_shape(x.collide.bind(x), ent, x.shape);
});
if (typeof ent.load === 'function') ent.load();
if (sim.playing())
if (typeof ent.start === 'function') ent.start();
@ -374,6 +326,7 @@ var gameobject = {
mur.proto = json.decode(json.encode(ent));
ent.sync();
console.info(`entity is type ${ent.phys}`);
if (!Object.empty(ent.objects)) {
var o = ent.objects;
@ -386,8 +339,8 @@ var gameobject = {
Object.assign(n, o[i]);
}
}
this.body.phys = this.body.phys; // simple way to sync
console.info(`Made object with mass ${ent.mass} and moi ${ent.moi}`);
return ent;
},
@ -436,17 +389,14 @@ var gameobject = {
objects: {},
master: undefined,
pulse(vec) { this.body.impulse(vec); },
shove(vec) { this.body.force(vec); },
shove_at(vec, at) { this.body.force_local(vec,at); },
this2screen(pos) { return window.world2screen(this.this2world(pos)); },
screen2this(pos) { return this.world2this(window.screen2world(pos)); },
alive() { return this.body >= 0; },
in_air() { return this.body.in_air(); },
in_air() { return this.in_air(); },
hide() { this.components.forEach(x => x.hide?.());
this.objects.forEach(x => x.hide?.()); },
show() { this.components.forEach(function(x) { x.show?.(); });
this.objects.forEach(function(x) { x.show?.(); }); },
@ -484,21 +434,11 @@ var gameobject = {
flipx() { return this.scale.x < 0; },
flipy() { return this.scale.y < 0; },
mirror(plane) {
this.scale = Vector.reflect(this.scale, plane);
},
save: true,
selectable: true,
ed_locked: false,
mirror(plane) { this.scale = Vector.reflect(this.scale, plane); },
disable() { this.components.forEach(function(x) { x.disable(); }); },
enable() { this.components.forEach(function(x) { x.enable(); }); },
sync() {
this.components.forEach(function(x) { x.sync?.(); });
this.objects.forEach(function(x) { x.sync?.(); });
},
/* Bounding box of the object in world dimensions */
boundingbox() {
var boxes = [];
@ -603,7 +543,7 @@ var gameobject = {
this.timers = [];
Event.rm_obj(this);
Player.do_uncontrol(this);
physics.collide_rm(this.body);
physics.collide_rm(this);
if (this.master) {
this.master.remove_obj(this);
@ -679,7 +619,16 @@ var gameobject = {
this.objects[o].obj_descend(fn);
},
}
Object.mixin(gameobject, gameobject_impl);
var gop = os.make_gameobject().__proto__;
Object.mixin(gop, gameobject);
var gsync = gop.sync;
gop.sync = function() {
gsync.call(this);
this.components.forEach(function(x) { x.sync?.(); });
this.objects.forEach(function(x) { x.sync(); });
}
gameobject.spawn.doc = `Spawn an entity of type 'ur' on this entity. Returns the spawned entity.`;
@ -835,7 +784,3 @@ game.loadurs = function() {
name: "empty"
};
};
return {
gameobject
}

View file

@ -309,6 +309,7 @@ void phys2d_shape_apply(struct phys2d_shape *s)
float newmoi = s->moi(s->data);
moment-=moi;
moment += newmoi;
if (moment < 0) moment = 0;
cpBodySetMoment(s->go->body, moment);
}

View file

@ -75,8 +75,8 @@ transform2d go2t(gameobject *go)
unsigned int editor_cat = 1<<31;
void go_shape_apply(cpBody *body, cpShape *shape, gameobject *go) {
cpShapeSetFriction(shape, go->f);
cpShapeSetElasticity(shape, go->e);
cpShapeSetFriction(shape, go->friction);
cpShapeSetElasticity(shape, go->elasticity);
cpShapeSetCollisionType(shape, (cpCollisionType)go);
cpShapeFilter filter;
@ -105,6 +105,7 @@ void go_shape_moi(cpBody *body, cpShape *shape, gameobject *go) {
}
void gameobject_apply(gameobject *go) {
YughInfo("Applying gameobject %p", go);
cpBodySetType(go->body, go->phys);
cpBodyEachShape(go->body, go_shape_apply, go);
@ -115,8 +116,6 @@ void gameobject_apply(gameobject *go) {
if (cpBodyGetMoment(go->body) <= 0.f)
cpBodySetMoment(go->body, 1.f);
return;
}
}

View file

@ -32,8 +32,8 @@ struct gameobject {
HMM_Vec3 scale; /* local */
int next;
float mass;
float f; /* friction */
float e; /* elasticity */
float friction;
float elasticity;
float damping;
float timescale;
float maxvelocity;

View file

@ -1312,36 +1312,36 @@ static const JSCFunctionListEntry js_window_funcs[] = {
JSC_GETSET_BODY(pos, Position, cvec2)
JSC_GETSET_BODY(angle, Angle, number)
JSC_GETSET(gameobject, scale, vec3)
JSC_GETSET_BODY(velocity, Velocity, cvec2)
JSC_GETSET_BODY(angularvelocity, AngularVelocity, number)
JSC_GETSET_BODY(moi, Moment, number)
//JSC_GETSET_BODY(phys, Type, number)
JSC_GETSET(gameobject, phys, number)
JSC_GETSET_BODY(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_GETSET_APPLY(gameobject, friction, number)
JSC_GETSET_APPLY(gameobject, elasticity, number)
JSC_GETSET_APPLY(gameobject, mass, number)
JSC_GETSET_APPLY(gameobject, phys, number)
JSC_GETSET_APPLY(gameobject, layer, number)
JSC_GETSET(gameobject, scale, vec3)
JSC_GETSET(gameobject, damping, number)
JSC_GETSET(gameobject, timescale, number)
JSC_GETSET(gameobject, maxvelocity, number)
JSC_GETSET(gameobject, maxangularvelocity, number)
JSC_GETSET(gameobject, warp_filter, bitmask)
JSC_GETSET(gameobject, drawlayer, number)
JSC_CCALL(gameobject_setref, js2gameobject(this)->ref = argv[0]);
JSC_CCALL(gameobject_sync, gameobject_apply(js2gameobject(this)))
JSC_CCALL(gameobject_in_air, return boolean2js(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]))))
JSC_GETSET_APPLY(gameobject, f, number)
JSC_GETSET_APPLY(gameobject, e, number)
JSC_GETSET_APPLY(gameobject, mass, number)
JSC_GETSET(gameobject, damping, number)
JSC_GETSET(gameobject, timescale, number)
JSC_GETSET(gameobject, maxvelocity, number)
JSC_GETSET(gameobject, maxangularvelocity, number)
JSC_GETSET_APPLY(gameobject, layer, number)
JSC_GETSET(gameobject, warp_filter, bitmask)
JSC_GETSET(gameobject, drawlayer, number)
JSC_CCALL(gameobject_setref, js2gameobject(this)->ref = argv[0]);
static const JSCFunctionListEntry js_gameobject_funcs[] = {
CGETSET_ADD(gameobject, f),
CGETSET_ADD(gameobject, e),
CGETSET_ADD(gameobject, friction),
CGETSET_ADD(gameobject, elasticity),
CGETSET_ADD(gameobject,mass),
CGETSET_ADD(gameobject,damping),
CGETSET_ADD(gameobject, scale),
@ -1368,6 +1368,7 @@ static const JSCFunctionListEntry js_gameobject_funcs[] = {
MIST_FUNC_DEF(gameobject, dir_world2this, 1),
MIST_FUNC_DEF(gameobject, dir_this2world, 1),
MIST_FUNC_DEF(gameobject,setref,1),
MIST_FUNC_DEF(gameobject, sync, 0),
};
JSC_CCALL(joint_pin, return constraint2js(constraint_make(cpPinJointNew(js2gameobject(argv[0])->body, js2gameobject(argv[1])->body, cpvzero,cpvzero))))
@ -1584,13 +1585,9 @@ void ffi_load() {
globalThis = JS_GetGlobalObject(js);
QJSCLASSPREP(ptr);
QJSCLASSPREP_FUNCS(gameobject);
QJSCLASSPREP_FUNCS(dsp_node);
sound_proto = JS_NewObject(js);
JS_SetPropertyFunctionList(js, sound_proto, js_sound_funcs, countof(js_sound_funcs));
JS_SetPrototype(js, sound_proto, dsp_node_proto);
QJSCLASSPREP_FUNCS(emitter);
QJSCLASSPREP_FUNCS(warp_gravity);
QJSCLASSPREP_FUNCS(warp_damp);
@ -1629,6 +1626,10 @@ void ffi_load() {
JS_SetPropertyStr(js, globalThis, "window", window2js(&mainwin));
JS_SetPropertyStr(js, globalThis, "texture", JS_DupValue(js,texture_proto));
sound_proto = JS_NewObject(js);
JS_SetPropertyFunctionList(js, sound_proto, js_sound_funcs, countof(js_sound_funcs));
JS_SetPrototype(js, sound_proto, dsp_node_proto);
JS_FreeValue(js,globalThis);
}

View file

@ -201,6 +201,7 @@ int main(int argc, char **argv) {
signal(SIGABRT, seghandle);
signal(SIGFPE, seghandle);
#endif
phys2d_init();
resources_init();
stm_setup(); /* time */
@ -237,7 +238,6 @@ void engine_start(JSValue start, JSValue procfn)
c_process_fn = procfn;
sound_init();
phys2d_init();
start_desc.width = mainwin.size.x;
start_desc.height = mainwin.size.y;