#include "2dphysics.h" #include "gameobject.h" #include #include "mathc.h" #include "nuke.h" #include "debugdraw.h" #include "gameobject.h" #include #include #include "stb_ds.h" #include "script.h" #include "log.h" cpSpace *space = NULL; float phys2d_gravity = -50.f; static float dbg_color[3] = {0.836f, 1.f, 0.45f}; static float trigger_color[3] = {0.278f, 0.953f, 1.f}; static struct color static_color = {56, 69, 255}; void set_dbg_color(struct color color) { dbg_color[0] = (float)color.r/255; dbg_color[1] = (float)color.b/255; dbg_color[2] = (float)color.g/255; } void set_trigger_color(struct color color) { trigger_color[0] = (float)color.r/255; trigger_color[1] = (float)color.b/255; trigger_color[2] = (float)color.g/255; } void phys2d_init() { space = cpSpaceNew(); cpVect grav = {0, phys2d_gravity}; phys2d_set_gravity(grav); cpSpaceSetGravity(space, cpv(0, phys2d_gravity)); } void phys2d_set_gravity(cpVect v) { cpSpaceSetGravity(space, v); } void phys2d_update(float deltaT) { cpSpaceStep(space, deltaT); } void phys2d_shape_apply(struct phys2d_shape *shape) { cpShapeSetFriction(shape->shape, id2go(shape->go)->f); cpShapeSetElasticity(shape->shape, id2go(shape->go)->e); } void init_phys2dshape(struct phys2d_shape *shape, int go, void *data) { shape->go = go; shape->data = data; cpShapeSetCollisionType(shape->shape, go); cpShapeSetUserData(shape->shape, shape); phys2d_shape_apply(shape); } void phys2d_shape_del(struct phys2d_shape *shape) { cpSpaceRemoveShape(space, shape->shape); } /***************** CIRCLE2D *****************/ struct phys2d_circle *Make2DCircle(int go) { struct phys2d_circle *new = malloc(sizeof(struct phys2d_circle)); new->radius = 10.f; new->offset[0] = 0.f; new->offset[1] = 0.f; new->shape.shape = cpSpaceAddShape(space, cpCircleShapeNew(id2go(go)->body, new->radius, cpvzero)); new->shape.debugdraw = phys2d_dbgdrawcircle; init_phys2dshape(&new->shape, go, new); return new; } void phys2d_circledel(struct phys2d_circle *c) { phys2d_shape_del(&c->shape); } void circle_gui(struct phys2d_circle *circle) { nuke_property_float("Radius", 1.f, &circle->radius, 10000.f, 1.f, 1.f); nuke_property_float2("Offset", 0.f, circle->offset, 1.f, 0.01f, 0.01f); phys2d_applycircle(circle); } void phys2d_dbgdrawcpcirc(cpCircleShape *c) { cpVect pos = cpBodyGetPosition(cpShapeGetBody(c)); cpVect offset = cpCircleShapeGetOffset(c); float radius = cpCircleShapeGetRadius(c); float d = sqrt(pow(offset.x, 2.f) + pow(offset.y, 2.f)); float a = atan2(offset.y, offset.x) + cpBodyGetAngle(cpShapeGetBody(c)); draw_circle(pos.x + (d * cos(a)), pos.y + (d*sin(a)), radius, 2, cpShapeGetSensor(c) ? trigger_color : dbg_color, 1); } void phys2d_dbgdrawcircle(struct phys2d_circle *circle) { phys2d_dbgdrawcpcirc((cpCircleShape *)circle->shape.shape); } /*********** SEGMENT2D **************/ struct phys2d_segment *Make2DSegment(int go) { struct phys2d_segment *new = malloc(sizeof(struct phys2d_segment)); new->thickness = 1.f; new->a[0] = 0.f; new->a[1] = 0.f; new->b[0] = 0.f; new->b[1] = 0.f; new->shape.shape = cpSpaceAddShape(space, cpSegmentShapeNew(id2go(go)->body, cpvzero, cpvzero, new->thickness)); new->shape.debugdraw = phys2d_dbgdrawseg; init_phys2dshape(&new->shape, go, new); return new; } void phys2d_segdel(struct phys2d_segment *seg) { phys2d_shape_del(&seg->shape); } void segment_gui(struct phys2d_segment *seg) { nuke_property_float2("a", 0.f, seg->a, 1.f, 0.01f, 0.01f); nuke_property_float2("b", 0.f, seg->b, 1.f, 0.01f, 0.01f); phys2d_applyseg(seg); } /************* BOX2D ************/ struct phys2d_box *Make2DBox(int go) { struct phys2d_box *new = malloc(sizeof(struct phys2d_box)); new->w = 50.f; new->h = 50.f; new->r = 0.f; new->offset[0] = 0.f; new->offset[1] = 0.f; new->shape.shape = cpSpaceAddShape(space, cpBoxShapeNew(id2go(go)->body, new->w, new->h, new->r)); new->shape.debugdraw = phys2d_dbgdrawbox; init_phys2dshape(&new->shape, go, new); phys2d_applybox(new); return new; } void phys2d_boxdel(struct phys2d_box *box) { phys2d_shape_del(&box->shape); } void box_gui(struct phys2d_box *box) { nuke_property_float("Width", 0.f, &box->w, 1000.f, 1.f, 1.f); nuke_property_float("Height", 0.f, &box->h, 1000.f, 1.f, 1.f); nuke_property_float2("Offset", 0.f, box->offset, 1.f, 0.01f, 0.01f); phys2d_applybox(box); } /************** POLYGON ************/ struct phys2d_poly *Make2DPoly(int go) { struct phys2d_poly *new = malloc(sizeof(struct phys2d_poly)); new->n = 0; new->points = NULL; new->radius = 0.f; cpTransform T = { 0 }; new->shape.shape = cpSpaceAddShape(space, cpPolyShapeNew(id2go(go)->body, 0, NULL, T, new->radius)); init_phys2dshape(&new->shape, go, new); new->shape.debugdraw = phys2d_dbgdrawpoly; phys2d_applypoly(new); return new; } void phys2d_polydel(struct phys2d_poly *poly) { phys2d_shape_del(&poly->shape); } void phys2d_polyaddvert(struct phys2d_poly *poly) { poly->n++; float *oldpoints = poly->points; poly->points = calloc(2 * poly->n, sizeof(float)); memcpy(poly->points, oldpoints, sizeof(float) * 2 * (poly->n - 1)); free(oldpoints); } void poly_gui(struct phys2d_poly *poly) { if (nuke_btn("Add Poly Vertex")) phys2d_polyaddvert(poly); for (int i = 0; i < poly->n; i++) { nuke_property_float2("#P", 0.f, &poly->points[i*2], 1.f, 0.1f, 0.1f); } nuke_property_float("Radius", 0.01f, &poly->radius, 1000.f, 1.f, 0.1f); phys2d_applypoly(poly); } /****************** EDGE 2D**************/ struct phys2d_edge *Make2DEdge(int go) { struct phys2d_edge *new = malloc(sizeof(struct phys2d_edge)); new->n = 2; new->points = calloc(2 * 2, sizeof(float)); new->thickness = 0.f; new->shapes = malloc(sizeof(cpShape *)); new->shapes[0] = cpSpaceAddShape(space, cpSegmentShapeNew(id2go(go)->body, cpvzero, cpvzero, new->thickness)); new->shape.go = go; phys2d_edgeshapeapply(&new->shape, new->shapes[0]); phys2d_applyedge(new); return new; } void phys2d_edgedel(struct phys2d_edge *edge) { phys2d_shape_del(&edge->shape); } void phys2d_edgeshapeapply(struct phys2d_shape *mshape, cpShape * shape) { cpShapeSetFriction(shape, id2go(mshape->go)->f); cpShapeSetElasticity(shape, id2go(mshape->go)->e); } void phys2d_edgeaddvert(struct phys2d_edge *edge) { edge->n++; float *oldp = edge->points; edge->points = calloc(edge->n * 2, sizeof(float)); memcpy(edge->points, oldp, sizeof(float) * 2 * (edge->n - 1)); cpShape **oldshapes = edge->shapes; edge->shapes = malloc(sizeof(cpShape *) * (edge->n - 1)); memcpy(edge->shapes, oldshapes, sizeof(cpShape *) * (edge->n - 2)); cpVect a = { edge->points[(edge->n - 2) * 2], edge->points[(edge->n - 2) * 2 + 1] }; cpVect b = { edge->points[(edge->n - 1) * 2], edge->points[(edge->n - 1) * 2 + 1] }; edge->shapes[edge->n - 2] = cpSpaceAddShape(space, cpSegmentShapeNew(id2go(edge->shape.go)->body, a, b, edge->thickness)); phys2d_edgeshapeapply(&edge->shape, edge->shapes[edge->n - 2]); free(oldp); free(oldshapes); } void edge_gui(struct phys2d_edge *edge) { if (nuke_btn("Add Edge Vertex")) phys2d_edgeaddvert(edge); for (int i = 0; i < edge->n; i++) nuke_property_float2("E", 0.f, &edge->points[i*2], 1.f, 0.01f, 0.01f); nuke_property_float("Thickness", 0.01f, &edge->thickness, 1.f, 0.01f, 0.01f); phys2d_applyedge(edge); } void phys2d_applycircle(struct phys2d_circle *circle) { struct gameobject *go = id2go(circle->shape.go); float radius = circle->radius * go->scale; float s = go->scale; cpVect offset = { circle->offset[0] * s, circle->offset[1] * s }; cpCircleShapeSetRadius(circle->shape.shape, radius); cpCircleShapeSetOffset(circle->shape.shape, offset); cpBodySetMoment(go->body, cpMomentForCircle(go->mass, 0, radius, offset)); } void phys2d_applyseg(struct phys2d_segment *seg) { float s = id2go(seg->shape.go)->scale; cpVect a = { seg->a[0] * s, seg->a[1] * s }; cpVect b = { seg->b[0] * s, seg->b[1] * s }; cpSegmentShapeSetEndpoints(seg->shape.shape, a, b); cpSegmentShapeSetRadius(seg->shape.shape, seg->thickness * s); } void phys2d_applybox(struct phys2d_box *box) { float s = id2go(box->shape.go)->scale; cpTransform T = { 0 }; T.a = s; T.d = s; T.tx = box->offset[0] * s; T.ty = box->offset[1] * s; float hh = box->h / 2.f; float hw = box->w / 2.f; cpVect verts[4] = { { -hw, -hh }, { hw, -hh }, { hw, hh }, { -hw, hh } }; cpPolyShapeSetVerts(box->shape.shape, 4, verts, T); cpPolyShapeSetRadius(box->shape.shape, box->r); } void phys2d_applypoly(struct phys2d_poly *poly) { cpVect verts[poly->n]; for (int i = 0; i < poly->n; i++) { verts[i].x = poly->points[i * 2]; verts[i].y = poly->points[i * 2 + 1]; } CP_CONVEX_HULL(poly->n, verts, hullCount, hullVerts); float s = id2go(poly->shape.go)->scale; cpTransform T = { 0 }; T.a = s; T.d = s; cpPolyShapeSetVerts(poly->shape.shape, hullCount, hullVerts, T); cpPolyShapeSetRadius(poly->shape.shape, poly->radius); } void phys2d_applyedge(struct phys2d_edge *edge) { float s = id2go(edge->shape.go)->scale; for (int i = 0; i < edge->n - 1; i++) { cpVect a = { edge->points[i * 2] * s, edge->points[i * 2 + 1] * s }; cpVect b = { edge->points[i * 2 + 2] * s, edge->points[i * 2 + 3] * s }; cpSegmentShapeSetEndpoints(edge->shapes[i], a, b); cpSegmentShapeSetRadius(edge->shapes[i], edge->thickness); } } void phys2d_dbgdrawseg(struct phys2d_segment *seg) { cpVect p = cpBodyGetPosition(cpShapeGetBody(seg->shape.shape)); cpVect a = cpSegmentShapeGetA(seg->shape.shape); cpVect b = cpSegmentShapeGetB(seg->shape.shape); float angle = cpBodyGetAngle(cpShapeGetBody(seg->shape.shape)); float ad = sqrt(pow(a.x, 2.f) + pow(a.y, 2.f)); float bd = sqrt(pow(b.x, 2.f) + pow(b.y, 2.f)); float aa = atan2(a.y, a.x) + angle; float ba = atan2(b.y, b.x) + angle; draw_line(ad * cos(aa) + p.x, ad * sin(aa) + p.y, bd * cos(ba) + p.x, bd * sin(ba) + p.y, cpShapeGetSensor(seg->shape.shape) ? trigger_color : dbg_color); } void phys2d_dbgdrawbox(struct phys2d_box *box) { int n = cpPolyShapeGetCount(box->shape.shape); cpVect b = cpBodyGetPosition(cpShapeGetBody(box->shape.shape)); float angle = cpBodyGetAngle(cpShapeGetBody(box->shape.shape)); float points[n * 2]; for (int i = 0; i < n; i++) { cpVect p = cpPolyShapeGetVert(box->shape.shape, i); float d = sqrt(pow(p.x, 2.f) + pow(p.y, 2.f)); float a = atan2(p.y, p.x) + angle; points[i * 2] = d * cos(a) + b.x; points[i * 2 + 1] = d * sin(a) + b.y; } draw_poly(points, n, cpShapeGetSensor(box->shape.shape) ? trigger_color : dbg_color); } void phys2d_dbgdrawpoly(struct phys2d_poly *poly) { float *color = cpShapeGetSensor(poly->shape.shape) ? trigger_color : dbg_color; cpVect b = cpBodyGetPosition(cpShapeGetBody(poly->shape.shape)); float angle = cpBodyGetAngle(cpShapeGetBody(poly->shape.shape)); float s = id2go(poly->shape.go)->scale; for (int i = 0; i < poly->n; i++) { float d = sqrt(pow(poly->points[i * 2] * s, 2.f) + pow(poly->points[i * 2 + 1] * s, 2.f)); float a = atan2(poly->points[i * 2 + 1], poly->points[i * 2]) + angle; draw_point(b.x + d * cos(a), b.y + d * sin(a), 3, color); } if (poly->n >= 3) { int n = cpPolyShapeGetCount(poly->shape.shape); float points[n * 2]; for (int i = 0; i < n; i++) { cpVect p = cpPolyShapeGetVert(poly->shape.shape, i); float d = sqrt(pow(p.x, 2.f) + pow(p.y, 2.f)); float a = atan2(p.y, p.x) + angle; points[i * 2] = d * cos(a) + b.x; points[i * 2 + 1] = d * sin(a) + b.y; } draw_poly(points, n, color); } } void phys2d_dbgdrawedge(struct phys2d_edge *edge) { float *color = cpShapeGetSensor(edge->shape.shape) ? trigger_color : dbg_color; cpVect p = cpBodyGetPosition(cpShapeGetBody(edge->shape.shape)); float s = id2go(edge->shape.go)->scale; float angle = cpBodyGetAngle(cpShapeGetBody(edge->shape.shape)); for (int i = 0; i < edge->n; i++) { float d = sqrt(pow(edge->points[i * 2] * s, 2.f) + pow(edge->points[i * 2 + 1] * s, 2.f)); float a = atan2(edge->points[i * 2 + 1], edge->points[i * 2]) + angle; draw_point(p.x + d * cos(a), p.y + d * sin(a), 3, color); } for (int i = 0; i < edge->n - 1; i++) { cpVect a = cpSegmentShapeGetA(edge->shapes[i]); cpVect b = cpSegmentShapeGetB(edge->shapes[i]); float ad = sqrt(pow(a.x, 2.f) + pow(a.y, 2.f)); float bd = sqrt(pow(b.x, 2.f) + pow(b.y, 2.f)); float aa = atan2(a.y, a.x) + angle; float ba = atan2(b.y, b.x) + angle; draw_line(ad * cos(aa) + p.x, ad * sin(aa) + p.y, bd * cos(ba) + p.x, bd * sin(ba) + p.y, color); } } void phys2d_reindex_body(cpBody *body) { cpSpaceReindexShapesForBody(space, body); } void register_collide(void *sym) { } static cpBool script_phys_cb_begin(cpArbiter *arb, cpSpace *space, void *data) { cpBody *body1; cpBody *body2; cpArbiterGetBodies(arb, &body1, &body2); int g1 = cpBodyGetUserData(body1); int g2 = cpBodyGetUserData(body2); duk_push_heapptr(duk, id2go(g1)->cbs.begin.fn); duk_push_heapptr(duk, id2go(g1)->cbs.begin.obj); int obj = duk_push_object(duk); vect2duk(cpArbiterGetNormal(arb)); duk_put_prop_literal(duk, obj, "normal"); duk_push_int(duk, g2); duk_put_prop_literal(duk, obj, "hit"); duk_call_method(duk, 1); duk_pop(duk); return 1; } void phys2d_add_handler_type(int cmd, int go, struct callee c) { cpCollisionHandler *handler = cpSpaceAddWildcardHandler(space, go); handler->userData = go; switch (cmd) { case 0: handler->beginFunc = script_phys_cb_begin; id2go(go)->cbs.begin = c; break; case 1: break; case 2: break; case 3: //handler->separateFunc = s7_phys_cb_separate; //go->cbs->separate = cb; break; } }