#include "gameobject.h" #include "2dphysics.h" #include "debugdraw.h" #include "input.h" #include "log.h" #include "resources.h" #include "script.h" #include "shader.h" #include "sprite.h" #include #include #include "debugdraw.h" #include "freelist.h" #include "stb_ds.h" struct gameobject *gameobjects = NULL; struct gameobject *id2go(int id) { if (id < 0) return NULL; return &gameobjects[id]; } int body2id(cpBody *body) { return (int)cpBodyGetUserData(body); } cpBody *id2body(int id) { struct gameobject *go = id2go(id); if (go) return go->body; return NULL; } int shape2gameobject(cpShape *shape) { struct phys2d_shape *s = cpShapeGetUserData(shape); return s->go; } struct gameobject *shape2go(cpShape *shape) { return id2go(shape2gameobject(shape)); } HMM_Vec2 go2pos(struct gameobject *go) { cpVect p = cpBodyGetPosition(go->body); return (HMM_Vec2){p.x, p.y}; } float go2angle(struct gameobject *go) { return cpBodyGetAngle(go->body); } transform3d go2t3(gameobject *go) { transform3d t; HMM_Vec2 p = go2pos(go); t.pos.X = p.X; t.pos.Y = p.Y; t.pos.Z = go->drawlayer; t.scale = go->scale; t.scale.Z = go->scale.X; t.rotation = HMM_QFromAxisAngle_RH(vFWD, go2angle(go)); t.rotation = HMM_MulQ(HMM_QFromAxisAngle_RH(vRIGHT, -t.pos.Y/100), t.rotation); t.rotation = HMM_MulQ(HMM_QFromAxisAngle_RH(vUP, t.pos.X/100), t.rotation); return t; } HMM_Vec2 go2world(struct gameobject *go, HMM_Vec2 pos) { return mat_t_pos(t_go2world(go), pos); } HMM_Vec2 world2go(struct gameobject *go, HMM_Vec2 pos) { return mat_t_pos(t_world2go(go), pos); } HMM_Vec2 goscale(struct gameobject *go, HMM_Vec2 pos) { return HMM_MulV2(go->scale.XY, pos); } HMM_Mat3 t_go2world(struct gameobject *go) { return transform2d2mat(go2t(go)); } HMM_Mat3 t_world2go(struct gameobject *go) { return HMM_InvGeneralM3(t_go2world(go)); } HMM_Mat4 t3d_go2world(struct gameobject *go) { return transform3d2mat(go2t3(go)); } HMM_Mat4 t3d_world2go(struct gameobject *go) { return HMM_InvGeneralM4(t3d_go2world(go)); } int pos2gameobject(HMM_Vec2 pos) { cpShape *hit = phys2d_query_pos(pos.cp); 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.cp)); if (dist <= 25) return i; } return -1; } transform2d go2t(gameobject *go) { transform2d t; t.pos.cp = cpBodyGetPosition(go->body); t.angle = cpBodyGetAngle(go->body); t.scale = go->scale.XY; if (isnan(t.scale.X)) t.scale.X = 1; if (isnan(t.scale.Y)) t.scale.Y = 1; return t; } int go2id(struct gameobject *go) { for (int i = 0; i < arrlen(gameobjects); i++) if (&gameobjects[i] == go) return i; return -1; } unsigned int editor_cat = 1<<31; 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 | editor_cat; // filter.mask = CP_ALL_CATEGORIES; filter.mask = category_masks[go->layer] | editor_cat; // filter.mask = CP_ALL_CATEGORIES; cpShapeSetFilter(shape, filter); struct phys2d_shape *ape = cpShapeGetUserData(shape); if (ape && ape->apply) ape->apply(ape->data); } 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); if (moment < 0) moment = 1; cpBodySetMoment(go->body, 1); } 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 velocityFn(cpBody *body, cpVect gravity, cpFloat damping, cpFloat dt) { struct gameobject *go = id2go((int)cpBodyGetUserData(body)); if (!go) { cpBodyUpdateVelocity(body,gravity,damping,dt); return; } cpFloat d = isnan(go->damping) ? damping : d; cpVect g = go->gravity ? gravity : go->cgravity.cp; cpBodyUpdateVelocity(body,g,d,dt*go->timescale); if (!isinf(go->maxvelocity)) cpBodySetVelocity(body, cpvclamp(cpBodyGetVelocity(body), go->maxvelocity)); if (!isinf(go->maxangularvelocity)) { float av = cpBodyGetAngularVelocity(body); if (fabs(av) > go->maxangularvelocity) cpBodySetAngularVelocity(body, copysignf(go->maxangularvelocity, av)); } } int MakeGameobject() { struct gameobject go = { .scale = (HMM_Vec3){1.f,1.f,1.f}, .bodytype = CP_BODY_TYPE_STATIC, .maxvelocity = INFINITY, .maxangularvelocity = INFINITY, .mass = 1.f, .next = -1, .drawlayer = 0, .shape_cbs = NULL, .children = NULL, .gravity = 1, .cgravity = (HMM_Vec2){0,0}, .damping = NAN, .timescale = 1.0, .ref = JS_UNDEFINED, }; go.cbs.begin.obj = JS_UNDEFINED; go.cbs.separate.obj = JS_UNDEFINED; go.body = cpSpaceAddBody(space, cpBodyNew(go.mass, 1.f)); cpBodySetVelocityUpdateFunc(go.body, velocityFn); int id; if (!gameobjects) freelist_size(gameobjects,500); freelist_grab(id, gameobjects); cpBodySetUserData(go.body, (void*)id); phys2d_setup_handlers(id); gameobjects[id] = go; return id; } void gameobject_traverse(struct gameobject *go, HMM_Mat4 p) { HMM_Mat4 local = transform3d2mat(go2t3(go)); go->world = HMM_MulM4(local, p); for (int i = 0; i < arrlen(go->children); i++) gameobject_traverse(go->children[i], go->world); } 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) { gameobject *go = id2go(id); JS_FreeValue(js, go->ref); if (cpSpaceIsLocked(space)) arrpush(go_toclean, id); else gameobject_clean(id); dag_clip(go); freelist_kill(gameobjects,id); } void gameobject_free(int id) { if (id >= 0) gameobject_delete(id); } void gameobjects_cleanup() { for (int i = 0; i < arrlen(go_toclean); i++) gameobject_clean(go_toclean[i]); arrsetlen(go_toclean, 0); } void gameobject_move(struct gameobject *go, HMM_Vec2 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 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); struct rgba color = { .r = 0.76*255, .b = 0.38*255, .g = 255, .a = 255 }; cpBodyEachShape(g->body, body_draw_shapes_dbg, NULL); } void gameobject_draw_debugs() { for (int i = 0; i < arrlen(gameobjects); i++) gameobject_draw_debug(i); }