#include "gameobject.h" #include "shader.h" #include "sprite.h" #include "2dphysics.h" #include "script.h" #include "input.h" #include #include #include "resources.h" #include "nuke.h" #include "log.h" #include "debugdraw.h" #include "stb_ds.h" struct gameobject *gameobjects = NULL; static int first = -1; const int nameBuf[MAXNAME] = { 0 }; const int prefabNameBuf[MAXNAME] = { 0 }; struct gameobject *get_gameobject_from_id(int id) { if (id < 0) return NULL; return &gameobjects[id]; } struct gameobject *id2go(int id) { if (id < 0) return NULL; return &gameobjects[id]; } int body2id(cpBody *body) { return cpBodyGetUserData(body); } cpBody *id2body(int id) { struct gameobject *go; if (go = id2go(id)) return go->body; return NULL; } int shape2gameobject(cpShape *shape) { struct phys2d_shape *s = cpShapeGetUserData(shape); return s->go; } int pos2gameobject(cpVect pos) { cpShape *hit = phys2d_query_pos(pos); if (hit) { return shape2gameobject(hit); } for (int i = 0; i < arrlen(gameobjects); i++) { if (!gameobjects[i].body) continue; cpVect gpos = cpBodyGetPosition(gameobjects[i].body); float dist = cpvlength(cpvsub(gpos, pos)); if (dist <= 25) return i; } return -1; } int id_from_gameobject(struct gameobject *go) { for (int i = 0; i < arrlen(gameobjects); i++) { if (&gameobjects[i] == go) return i; } return -1; } void gameobject_set_sensor(int id, int sensor) { id2go(id)->sensor = sensor; gameobject_apply(id2go(id)); } int go2id(struct gameobject *go) { id_from_gameobject(go); } void go_shape_apply(cpBody *body, cpShape *shape, struct gameobject *go) { cpShapeSetFriction(shape, go->f); cpShapeSetElasticity(shape, go->e); cpShapeSetCollisionType(shape, go2id(go)); cpShapeFilter filter; filter.group = go2id(go); filter.categories = 1<layer; filter.mask = category_masks[go->layer]; cpShapeSetFilter(shape, filter); } void go_shape_moi(cpBody *body, cpShape *shape, struct gameobject *go) { float moment = cpBodyGetMoment(go->body); struct phys2d_shape *s = cpShapeGetUserData(shape); if (!s) { cpBodySetMoment(go->body, moment+1); return; } moment += s->moi(s->data, go->mass); cpBodySetMoment(go->body, moment); } void gameobject_apply(struct gameobject *go) { cpBodySetType(go->body, go->bodytype); cpBodyEachShape(go->body, go_shape_apply, go); if (go->bodytype == CP_BODY_TYPE_DYNAMIC) { cpBodySetMass(go->body, go->mass); cpBodySetMoment(go->body, 0.f); cpBodyEachShape(go->body, go_shape_moi, go); if (cpBodyGetMoment(go->body) <= 0.f) cpBodySetMoment(go->body, 1.f); return; } } static void gameobject_setpickcolor(struct gameobject *go) { /* float r = ((go->editor.id & 0x000000FF) >> 0) / 255.f; float g = ((go->editor.id & 0x0000FF00) >> 8) / 255.f; float b = ((go->editor.id & 0x00FF0000) >> 16) / 255.f; go->editor.color[0] = r; go->editor.color[1] = g; go->editor.color[2] = b; */ } int MakeGameobject() { struct gameobject go = { .scale = 1.f, .bodytype = CP_BODY_TYPE_STATIC, .mass = 1.f, .next = -1, .sensor = 0, .shape_cbs = NULL, }; go.cbs.begin.obj = NULL; go.cbs.separate.obj = NULL; go.body = cpSpaceAddBody(space, cpBodyNew(go.mass, 1.f)); int retid; if (first<0) { arrput(gameobjects, go); retid = arrlast(gameobjects).id = arrlen(gameobjects)-1; } else { retid = first; first = id2go(first)->next; *id2go(retid) = go; } cpBodySetUserData(go.body, (int)retid); phys2d_setup_handlers(retid); return retid; } void rm_body_shapes(cpBody *body, cpShape *shape, void *data) { struct phys2d_shape *s = cpShapeGetUserData(shape); if (s->data) { free(s->data); s->data = NULL; } cpSpaceRemoveShape(space, shape); cpShapeFree(shape); } int *go_toclean = NULL; /* Free this gameobject */ void gameobject_clean(int id) { struct gameobject *go = id2go(id); arrfree(go->shape_cbs); cpBodyEachShape(go->body, rm_body_shapes, NULL); cpSpaceRemoveBody(space, go->body); cpBodyFree(go->body); go->body = NULL; } /* Really more of a "mark for deletion" ... */ void gameobject_delete(int id) { id2go(id)->next = first; first = id; if (cpSpaceIsLocked(space)) arrpush(go_toclean, id); else gameobject_clean(id); } void gameobjects_cleanup() { for (int i = 0; i < arrlen(go_toclean); i++) gameobject_clean(go_toclean[i]); arrsetlen(go_toclean, 0); return; int clean = first; while (clean >= 0 && id2go(clean)->body) { gameobject_clean(clean); clean = id2go(clean)->next; } } void gameobject_move(struct gameobject *go, cpVect vec) { cpVect p = cpBodyGetPosition(go->body); p.x += vec.x; p.y += vec.y; cpBodySetPosition(go->body, p); phys2d_reindex_body(go->body); } void gameobject_rotate(struct gameobject *go, float as) { cpFloat a = cpBodyGetAngle(go->body); a += as * deltaT; cpBodySetAngle(go->body, a); phys2d_reindex_body(go->body); } void gameobject_setangle(struct gameobject *go, float angle) { cpBodySetAngle(go->body, angle); phys2d_reindex_body(go->body); } void gameobject_setpos(struct gameobject *go, cpVect vec) { if (!go || !go->body) return; cpBodySetPosition(go->body, vec); phys2d_reindex_body(go->body); } void object_gui(struct gameobject *go) { /* float temp_pos[2]; temp_pos[0] = cpBodyGetPosition(go->body).x; temp_pos[1] = cpBodyGetPosition(go->body).y; draw_point(temp_pos[0], temp_pos[1], 3); nuke_property_float2("Position", -1000000.f, temp_pos, 1000000.f, 1.f, 0.5f); cpVect tvect = { temp_pos[0], temp_pos[1] }; cpBodySetPosition(go->body, tvect); float mtry = cpBodyGetAngle(go->body); float modtry = fmodf(mtry * RAD2DEGS, 360.f); if (modtry < 0.f) modtry += 360.f; float modtry2 = modtry; nuke_property_float("Angle", -1000.f, &modtry, 1000.f, 0.5f, 0.5f); modtry -= modtry2; cpBodySetAngle(go->body, mtry + (modtry * DEG2RADS)); nuke_property_float("Scale", 0.f, &go->scale, 1000.f, 0.01f, go->scale * 0.01f); nuke_nel(3); nuke_radio_btn("Static", &go->bodytype, CP_BODY_TYPE_STATIC); nuke_radio_btn("Dynamic", &go->bodytype, CP_BODY_TYPE_DYNAMIC); nuke_radio_btn("Kinematic", &go->bodytype, CP_BODY_TYPE_KINEMATIC); cpBodySetType(go->body, go->bodytype); if (go->bodytype == CP_BODY_TYPE_DYNAMIC) { nuke_property_float("Mass", 0.01f, &go->mass, 1000.f, 0.01f, 0.01f); cpBodySetMass(go->body, go->mass); } nuke_property_float("Friction", 0.f, &go->f, 10.f, 0.01f, 0.01f); nuke_property_float("Elasticity", 0.f, &go->e, 2.f, 0.01f, 0.01f); int n = -1; for (int i = 0; i < arrlen(go->components); i++) { struct component *c = &go->components[i]; comp_draw_debug(c); nuke_nel(5); if (nuke_btn("Del")) n = i; if (nuke_push_tree_id(c->ref->name, i)) { comp_draw_gui(c); nuke_tree_pop(); } } if (n >= 0) gameobject_delcomponent(go, n); */ } void body_draw_shapes_dbg(cpBody *body, cpShape *shape, void *data) { struct phys2d_shape *s = cpShapeGetUserData(shape); s->debugdraw(s->data); } void gameobject_draw_debug(int go) { struct gameobject *g = id2go(go); if (!g || !g->body) return; cpVect pos = cpBodyGetPosition(g->body); float color[3] = {0.76f, 0.38f, 1.f}; draw_point(pos.x, pos.y, 3.f, color); cpBodyEachShape(g->body, body_draw_shapes_dbg, NULL); } void gameobject_draw_debugs() { for (int i = 0; i < arrlen(gameobjects); i++) gameobject_draw_debug(i); } static struct {struct gameobject go; cpVect pos; float angle; } *saveobjects = NULL; void gameobject_saveall() { arrfree(saveobjects); arrsetlen(saveobjects, arrlen(gameobjects)); for (int i = 0; i < arrlen(gameobjects); i++) { saveobjects[i].go = gameobjects[i]; saveobjects[i].pos = cpBodyGetPosition(gameobjects[i].body); saveobjects[i].angle = cpBodyGetAngle(gameobjects[i].body); } } void gameobject_loadall() { YughInfo("N gameobjects: %d, N saved: %d", arrlen(gameobjects), arrlen(saveobjects)); for (int i = 0; i < arrlen(saveobjects); i++) { gameobjects[i] = saveobjects[i].go; cpBodySetPosition(gameobjects[i].body, saveobjects[i].pos); cpBodySetAngle(gameobjects[i].body, saveobjects[i].angle); cpBodySetVelocity(gameobjects[i].body, cpvzero); cpBodySetAngularVelocity(gameobjects[i].body, 0.f); } arrfree(saveobjects); } int gameobjects_saved() { return arrlen(saveobjects); }