#ifndef GAMEOBJECT_H #define GAMEOBJECT_H #include "2dphysics.h" #include #include "quickjs/quickjs.h" #include "HandmadeMath.h" #include "transform.h" #define dag_rm(p,c) do{\ for (int i = arrlen(p->children)-1; i--; i >=0) {\ if (p->children[i] == c) { \ arrdelswap(p->children,i);\ c->parent=NULL;\ break;\ }}}while(0) #define dag_set(p,c) do{\ arrpush(p->children,c);\ if(c->parent) dag_rm(c->parent,c);\ c->parent=p;\ }while(0) #define dag_clip(p) do{\ if (p->parent)\ dag_rm(p->parent,p);\ }while(0) typedef struct gameobject { cpBodyType bodytype; cpBody *body; /* NULL if this object is dead; has 2d position and rotation, relative to global 0 */ HMM_Vec3 scale; /* local */ int next; float mass; float f; /* friction */ float e; /* elasticity */ float timescale; float maxvelocity; float maxangularvelocity; int gravity; HMM_Vec2 cgravity; float damping; unsigned int layer; cpShapeFilter filter; struct phys_cbs cbs; struct shape_cb *shape_cbs; JSValue ref; struct gameobject *master; HMM_Mat4 world; transform2d t; /* The local transformation of this object */ float drawlayer; struct gameobject *parent; struct gameobject **children; } gameobject; extern struct gameobject *gameobjects; int MakeGameobject(); void gameobject_apply(struct gameobject *go); void gameobject_delete(int id); void gameobject_free(int id); void gameobjects_cleanup(); void gameobject_traverse(struct gameobject *start, HMM_Mat4 p); 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_Mat4 t3d_go2world(struct gameobject *go); HMM_Mat4 t3d_world2go(struct gameobject *go); HMM_Vec2 go_pos(struct gameobject *go); HMM_Vec2 go_worldpos(struct gameobject *go); //float go_angle(struct gameobject *go); float go_worldangle(struct gameobject *go); float go2angle(struct gameobject *go); struct gameobject *id2go(int id); int go2id(struct gameobject *go); int body2id(cpBody *body); cpBody *id2body(int id); int shape2gameobject(cpShape *shape); struct gameobject *shape2go(cpShape *shape); 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); #endif