#include "gameobject.h" #include "shader.h" #include "sprite.h" #include "registry.h" #include "2dphysics.h" #include "script.h" #include "vec.h" #include "input.h" #include #include #include "resources.h" #include "nuke.h" struct vec *gameobjects = NULL; const int nameBuf[MAXNAME] = { 0 }; const int prefabNameBuf[MAXNAME] = { 0 }; void init_gameobjects() { gameobjects = vec_make(sizeof(struct mGameObject), 100); } struct mGameObject *get_gameobject_from_id(int id) { return vec_get(gameobjects, id - 1); } static void gameobject_setpickcolor(struct mGameObject *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; } struct mGameObject *MakeGameobject() { struct mGameObject *go = vec_add(gameobjects, NULL); go->editor.id = gameobjects->len - 1; go->transform.scale = 1.f; gameobject_setpickcolor(go); strncpy(go->editor.mname, "New object", MAXNAME); go->scale = 1.f; go->bodytype = CP_BODY_TYPE_STATIC; go->mass = 1.f; go->body = cpSpaceAddBody(space, cpBodyNew(go->mass, 1.f)); go->components = vec_make(sizeof(struct component), 10); return go; } void gameobject_addcomponent(struct mGameObject *go, struct component *c) { struct component *newc = vec_add(go->components, c); newc->go = go; newc->data = newc->make(newc->go); } void gameobject_delete(int id) { vec_delete(gameobjects, id); } void gameobject_delcomponent(struct mGameObject *go, int n) { vec_del_order(go->components, n); } void setup_model_transform(struct mTransform *t, struct mShader *s, float scale) { mfloat_t modelT[16] = { 0.f }; mfloat_t matbuff[16] = { 0.f }; memcpy(modelT, UNITMAT4, sizeof(modelT)); mat4_translate_vec3(modelT, t->position); mat4_multiply(modelT, modelT, mat4_rotation_quat(matbuff, t->rotation)); mat4_scale_vec3f(modelT, scale); shader_setmat4(s, "model", modelT); } void gameobject_save(struct mGameObject *go, FILE * file) { fwrite(go, sizeof(*go), 1, file); vec_store(go->components, file); for (int i = 0; i < go->components->len; i++) { struct component *c = vec_get(go->components, i); fwrite(c, c->datasize, 1, file); } } void gameobject_saveprefab(struct mGameObject *go) { char prefabfname[60] = { '\0' }; strncat(prefabfname, go->editor.prefabName, MAXNAME); strncat(prefabfname, ".yugh", 10); FILE *pfile = fopen(prefabfname, "w+"); gameobject_save(go, pfile); fclose(pfile); findPrefabs(); } void gameobject_makefromprefab(char *path) { FILE *fprefab = fopen(path, "r"); if (fprefab == NULL) { return; } struct mGameObject *new = MakeGameobject(); fread(new, sizeof(*new), 1, fprefab); new->editor.id = gameobjects->len - 1; new->body = cpSpaceAddBody(space, cpBodyNew(new->mass, 1.f)); gameobject_init(new, fprefab); fclose(fprefab); } void gameobject_init(struct mGameObject *go, FILE * fprefab) { go->body = cpSpaceAddBody(space, cpBodyNew(go->mass, 1.f)); vec_load(go->components, fprefab); for (int i = 0; i < go->components->len; i++) { struct component *newc = vec_set(go->components, i, &components[((struct component *) vec_get(go->components, i))->id]); newc->go = go; newc->data = malloc(newc->datasize); fread(newc->data, newc->datasize, 1, fprefab); newc->init(newc->data, go); } } void gameobject_syncprefabs(char *revertPath) { /* struct mGameObject **go = objects; int i = 0; while(i != nobjects) { if ((*go)->editor.curPrefabPath && !strcmp((*go)->editor.curPrefabPath, revertPath)) { ; }//objectRevertPrefab(go); //TODO: revertprefab } */ } void gameobject_revertprefab(struct mGameObject *go) { } void toggleprefab(struct mGameObject *go) { go->editor.prefabSync = !go->editor.prefabSync; if (go->editor.prefabSync) { strcpy(go->editor.prefabName, go->editor.rootPrefabName); gameobject_revertprefab(go); //TODO: object revert prefab } else { go->editor.prefabName[0] = '\0'; } } void gameobject_update(struct mGameObject *go) { if (go->script) { script_run(go->script); } } void gameobject_move(struct mGameObject *go, float xs, float ys) { cpVect p = cpBodyGetPosition(go->body); p.x += xs * deltaT; p.y += ys * deltaT; cpBodySetPosition(go->body, p); } void gameobject_rotate(struct mGameObject *go, float as) { cpFloat a = cpBodyGetAngle(go->body); a += as * deltaT; cpBodySetAngle(go->body, a); } void update_gameobjects() { vec_walk(gameobjects, &gameobject_update); } void object_gui(struct mGameObject *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); nk_property_float2(ctx, "Position", 0.f, temp_pos, 1.f, 0.01f, 0.01f); cpVect tvect = { temp_pos[0], temp_pos[1] }; cpBodySetPosition(go->body, tvect); float mtry = cpBodyGetAngle(go->body); float modtry = fmodf(mtry * RAD2DEGS, 360.f); float modtry2 = modtry; nk_property_float(ctx, "Angle", -1000.f, &modtry, 1000.f, 0.5f, 0.5f); modtry -= modtry2; cpBodySetAngle(go->body, mtry + (modtry * DEG2RADS)); nk_property_float(ctx, "Scale", 0.f, &go->scale, 1000.f, 0.01f, 0.001f); nk_layout_row_dynamic(ctx, 25, 3); nk_radio_button_label(ctx, "Static", &go->bodytype, CP_BODY_TYPE_STATIC); nk_radio_button_label(ctx, "Dynamic", &go->bodytype, CP_BODY_TYPE_DYNAMIC); nk_radio_button_label(ctx, "Kinematic", &go->bodytype, CP_BODY_TYPE_KINEMATIC); cpBodySetType(go->body, go->bodytype); if (go->bodytype == CP_BODY_TYPE_DYNAMIC) { nk_property_float(ctx, "Mass", 0.01f, &go->mass, 1000.f, 0.01f, 0.01f); cpBodySetMass(go->body, go->mass); } nk_property_float(ctx, "Friction", 0.f, &go->f, 10.f, 0.01f, 0.01f); nk_property_float(ctx, "Elasticity", 0.f, &go->e, 2.f, 0.01f, 0.01f); int n = -1; for (int i = 0; i < go->components->len; i++) { struct component *c = (struct component *) vec_get(go->components, i); if (c->draw_debug) c->draw_debug(c->data); if (nk_tree_push(ctx, NK_TREE_NODE, c->name, NK_MINIMIZED)) { if (nk_button_label(ctx, "Del")) { n = i; } c->draw_gui(c->data); nk_tree_pop(ctx); } } if (n >= 0) gameobject_delcomponent(go, n); }