#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 #include "script.h" #include "log.h" cpSpace *space = NULL; float phys2d_gravity = -50.f; float dbg_color[3] = {0.836f, 1.f, 0.45f}; float trigger_color[3] = {0.278f, 0.953f, 1.f}; float disabled_color[3] = {0.58f, 0.58f, 0.58f}; float dynamic_color[3] = {255/255, 70/255, 46/255}; float kinematic_color[3] = {255/255, 206/255,71/255}; float static_color[3] = {0.22f, 0.271f, 1.f}; void color2float(struct color color, float *fcolor) { fcolor[0] = (float)color.r/255; fcolor[1] = (float)color.b/255; fcolor[2] = (float)color.g/255; } struct color float2color(float *fcolor) { struct color new; new.r = fcolor[0]*255; new.b = fcolor[1]*255; new.g = fcolor[2]*255; return new; } int cpshape_enabled(cpShape *c) { cpShapeFilter filter = cpShapeGetFilter(c); if (filter.categories == ~CP_ALL_CATEGORIES && filter.mask == ~CP_ALL_CATEGORIES) return 0; return 1; } float *shape_outline_color(cpShape *shape) { switch (cpBodyGetType(cpShapeGetBody(shape))) { case CP_BODY_TYPE_DYNAMIC: return dynamic_color; case CP_BODY_TYPE_KINEMATIC: return kinematic_color; case CP_BODY_TYPE_STATIC: return static_color; } return static_color; } float *shape_color(cpShape *shape) { if (!cpshape_enabled(shape)) return disabled_color; if (cpShapeGetSensor(shape)) return trigger_color; return dbg_color; } 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 = cpvzero; 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, shape_color(c), 1); } void phys2d_dbgdrawcircle(struct phys2d_circle *circle) { phys2d_dbgdrawcpcirc((cpCircleShape *)circle->shape.shape); } 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.x * s, circle->offset.y * s }; cpCircleShapeSetRadius(circle->shape.shape, radius); cpCircleShapeSetOffset(circle->shape.shape, offset); //cpBodySetMoment(go->body, cpMomentForCircle(go->mass, 0, radius, offset)); } /************* 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); } void phys2d_applybox(struct phys2d_box *box) { float s = id2go(box->shape.go)->scale; cpTransform T = { 0 }; T.a = s * cos(box->rotation); T.b = -sin(box->rotation); T.c = sin(box->rotation); T.d = s * cos(box->rotation); 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_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, shape_color(box->shape.shape)); } /************** POLYGON ************/ struct phys2d_poly *Make2DPoly(int go) { struct phys2d_poly *new = malloc(sizeof(struct phys2d_poly)); arrsetlen(new->points, 0); new->radius = 0.f; new->shape.shape = cpSpaceAddShape(space, cpPolyShapeNewRaw(id2go(go)->body, 0, new->points, new->radius)); new->shape.debugdraw = phys2d_dbgdrawpoly; init_phys2dshape(&new->shape, go, new); return new; } void phys2d_polydel(struct phys2d_poly *poly) { arrfree(poly->points); phys2d_shape_del(&poly->shape); } void phys2d_polyaddvert(struct phys2d_poly *poly) { arrput(poly->points, cpvzero); } void poly_gui(struct phys2d_poly *poly) { } void phys2d_poly_setverts(struct phys2d_poly *poly, cpVect *verts) { arrfree(poly->points); poly->points = verts; phys2d_applypoly(poly); } void phys2d_applypoly(struct phys2d_poly *poly) { if (arrlen(poly->points) <= 0) return; float s = id2go(poly->shape.go)->scale; cpTransform T = { 0 }; T.a = s; T.d = s; cpPolyShapeSetVerts(poly->shape.shape, arrlen(poly->points), poly->points, T); cpPolyShapeSetRadius(poly->shape.shape, poly->radius); } void phys2d_dbgdrawpoly(struct phys2d_poly *poly) { float *color = shape_color(poly->shape.shape); int n = arrlen(poly->points); 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 < n; i++) { float d = sqrt(pow(poly->points[i * 2].x * s, 2.f) + pow(poly->points[i * 2].y* s, 2.f)); float a = atan2(poly->points[i * 2].y, poly->points[i * 2].x) + angle; draw_point(b.x + d * cos(a), b.y + d * sin(a), 3, color); } if (arrlen(poly->points) >= 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); } } /****************** EDGE 2D**************/ struct phys2d_edge *Make2DEdge(int go) { struct phys2d_edge *new = malloc(sizeof(struct phys2d_edge)); new->points = NULL; arrsetlen(new->points, 0); new->thickness = 0.f; new->shapes = NULL; arrsetlen(new->shapes, 0); new->shape.go = go; new->shape.data = new; new->shape.debugdraw = phys2d_dbgdrawedge; phys2d_applyedge(new); return new; } void phys2d_edgedel(struct phys2d_edge *edge) { phys2d_shape_del(&edge->shape); } void phys2d_edgeaddvert(struct phys2d_edge *edge) { arrput(edge->points, cpvzero); if (arrlen(edge->points) > 1) arrput(edge->shapes, cpSpaceAddShape(space, cpSegmentShapeNew(id2go(edge->shape.go)->body, cpvzero, cpvzero, edge->thickness))); phys2d_applyedge(edge); } void phys2d_edge_rmvert(struct phys2d_edge *edge, int index) { assert(arrlen(edge->points) > index && index >= 0); arrdel(edge->points, index); cpSegmentShapeSetEndpoints(edge->shapes[index-1], edge->points[index-1], edge->points[index]); cpSpaceRemoveShape(space, edge->shapes[index-1]); arrdel(edge->shapes, index-1); phys2d_applyedge(edge); } phys2d_edge_setvert(struct phys2d_edge *edge, int index, cpVect val) { assert(arrlen(edge->points) > index && index >= 0); edge->points[index] = val; phys2d_applyedge(edge); } void phys2d_applyedge(struct phys2d_edge *edge) { float s = id2go(edge->shape.go)->scale; for (int i = 0; i < arrlen(edge->shapes); i++) { cpVect a = edge->points[i]; cpVect b = edge->points[i+1]; a.x *= s; a.y *= s; b.x *= s; b.y *= s; cpSegmentShapeSetEndpoints(edge->shapes[i], a, b); cpSegmentShapeSetRadius(edge->shapes[i], edge->thickness); cpShapeSetUserData(edge->shapes[i], &edge->shape); cpShapeSetCollisionType(edge->shapes[i], edge->shape.go); cpShapeSetFriction(edge->shapes[i], id2go(edge->shape.go)->f); cpShapeSetElasticity(edge->shapes[i], id2go(edge->shape.go)->e); } cpSpaceReindexShapesForBody(space, id2go(edge->shape.go)->body); } void phys2d_dbgdrawedge(struct phys2d_edge *edge) { edge->draws++; if (edge->draws > 1) { if (edge->draws >= arrlen(edge->shapes)) edge->draws = 0; return; } if (arrlen(edge->shapes) < 1) return; cpVect p = cpBodyGetPosition(cpShapeGetBody(edge->shapes[0])); float s = id2go(edge->shape.go)->scale; float angle = cpBodyGetAngle(cpShapeGetBody(edge->shapes[0])); cpVect drawpoints[arrlen(edge->points)]; for (int i = 0; i < arrlen(edge->points); i++) { float d = sqrt(pow(edge->points[i].x*s, 2.f) + pow(edge->points[i].y*s, 2.f)); float a = atan2(edge->points[i].y, edge->points[i].x) + angle; drawpoints[i].x = p.x + d*cos(a); drawpoints[i].y = p.y + d*sin(a); } draw_edge(drawpoints, arrlen(edge->points), trigger_color); draw_points(drawpoints, arrlen(edge->points), 2, kinematic_color); } /************ COLLIDER ****************/ void shape_enabled(struct phys2d_shape *shape, int enabled) { if (enabled) cpShapeSetFilter(shape->shape, CP_SHAPE_FILTER_ALL); else cpShapeSetFilter(shape->shape, CP_SHAPE_FILTER_NONE); } int shape_is_enabled(struct phys2d_shape *shape) { if (cpshape_enabled(shape->shape)) return 1; return 0; } void shape_set_sensor(struct phys2d_shape *shape, int sensor) { cpShapeSetSensor(shape->shape, sensor); } int shape_get_sensor(struct phys2d_shape *shape) { return cpShapeGetSensor(shape->shape); } 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; } }