#ifndef GAMEOBJECT_H #define GAMEOBJECT_H #include "2dphysics.h" #include "config.h" #include #include #include #include "quickjs/quickjs.h" #include "HandmadeMath.h" struct shader; struct sprite; struct component; typedef struct transform2d { HMM_Vec2 pos; HMM_Vec2 scale; double angle; } transform2d; transform2d mat2transform2d(HMM_Mat3 mat); HMM_Mat3 transform2d2mat(transform2d t); typedef struct transform3d { HMM_Vec3 pos; HMM_Vec3 scale; HMM_Quat rotation; } transform3d; transform3d mat2transform3d(HMM_Mat4 mat); HMM_Mat4 transform3d2mat(transform3d t); HMM_Mat4 m4_t(transform3d t); HMM_Mat4 m4_s(transform3d t); HMM_Mat4 m4_r(transform3d t); HMM_Mat4 m4_rt(transform3d t); HMM_Mat4 m4_st(transform3d t); HMM_Mat4 m4_rst(transform3d t); typedef struct gameobject { cpBodyType bodytype; int next; HMM_Vec3 scale; float mass; float f; /* friction */ float e; /* elasticity */ float timescale; float maxvelocity; float maxangularvelocity; int gravity; HMM_Vec2 cgravity; float damping; int sensor; unsigned int layer; cpShapeFilter filter; cpBody *body; /* NULL if this object is dead */ int id; struct phys_cbs cbs; struct shape_cb *shape_cbs; JSValue ref; HMM_Mat3 transform; struct gameobject *master; transform2d t; /* The local transformation of this object */ float drawlayer; } gameobject; extern struct gameobject *gameobjects; int MakeGameobject(); void gameobject_apply(struct gameobject *go); void gameobject_delete(int id); void gameobjects_cleanup(); void gameobject_set_sensor(int id, int sensor); HMM_Vec2 go2pos(struct gameobject *go); float go2angle(struct gameobject *go); transform2d go2t(gameobject *go); transform3d go2t3(gameobject *go); HMM_Vec2 go2world(struct gameobject *go, HMM_Vec2 pos); HMM_Vec2 world2go(struct gameobject *go, HMM_Vec2 pos); HMM_Mat3 t_go2world(struct gameobject *go); HMM_Mat3 t_world2go(struct gameobject *go); HMM_Vec2 goscale(struct gameobject *go, HMM_Vec2 pos); HMM_Vec2 gotpos(struct gameobject *go, HMM_Vec2 pos); HMM_Mat3 mt_rst(transform2d t); HMM_Mat3 mt_st(transform2d t); HMM_Mat3 mt_rt(transform2d t); /* Transform a position via the matrix */ HMM_Vec2 mat_t_pos(HMM_Mat3 m, HMM_Vec2 pos); /* Transform a direction via the matrix - does not take into account translation of matrix */ HMM_Vec2 mat_t_dir(HMM_Mat3 m, HMM_Vec2 dir); HMM_Vec3 mat3_t_pos(HMM_Mat4 m, HMM_Vec3 pos); HMM_Vec3 mat3_t_dir(HMM_Mat4 m, HMM_Vec3 dir); struct gameobject *get_gameobject_from_id(int id); struct gameobject *id2go(int id); int id_from_gameobject(struct gameobject *go); int go2id(struct gameobject *go); int body2id(cpBody *body); cpBody *id2body(int id); int shape2gameobject(cpShape *shape); struct gameobject *shape2go(cpShape *shape); uint32_t go2category(struct gameobject *go); uint32_t go2mask(struct gameobject *go); void go_shape_apply(cpBody *body, cpShape *shape, struct gameobject *go); /* Tries a few methods to select a gameobject; if none is selected returns -1 */ int pos2gameobject(HMM_Vec2 pos); void gameobject_move(struct gameobject *go, HMM_Vec2 vec); void gameobject_rotate(struct gameobject *go, float as); void gameobject_setangle(struct gameobject *go, float angle); void gameobject_setpos(struct gameobject *go, cpVect vec); void gameobject_draw_debugs(); void gameobject_draw_debug(int go); void object_gui(struct gameobject *go); void gameobject_saveall(); void gameobject_loadall(); int gameobjects_saved(); #endif