#ifndef GAMEOBJECT_H #define GAMEOBJECT_H #include "quickjs/quickjs.h" #include "HandmadeMath.h" #include "transform.h" #include "script.h" #include "warp.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) struct gameobject { cpBodyType phys; 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 friction; float elasticity; float damping; float timescale; float maxvelocity; float maxangularvelocity; unsigned int layer; cpShapeFilter filter; unsigned int warp_filter; struct phys_cbs cbs; struct shape_cb *shape_cbs; JSValue ref; HMM_Mat4 world; float drawlayer; }; /* Friction uses coulomb model. When shapes collide, their friction is multiplied. Some example values: Steel on steel: 0.0005 Wood on steel: 0.0012 Wood on wood: 0.0015 => steel = 0.025 => wood = 0.04 => hardrubber = 0.31 => concrete = 0.05 => rubber = 0.5 Hardrubber on steel: 0.0077 Hardrubber on concrete: 0.015 Rubber on concrete: 0.025 */ typedef struct gameobject gameobject; gameobject *MakeGameobject(); int go_count(); void gameobject_apply(gameobject *go); void gameobject_free(gameobject *go); transform2d go2t(gameobject *go); transform3d go2t3(gameobject *go); HMM_Vec2 go2world(gameobject *go, HMM_Vec2 pos); HMM_Vec2 world2go(gameobject *go, HMM_Vec2 pos); HMM_Mat3 t_go2world(gameobject *go); HMM_Mat3 t_world2go(gameobject *go); HMM_Mat4 t3d_go2world(gameobject *go); HMM_Mat4 t3d_world2go(gameobject *go); HMM_Vec2 go_pos(gameobject *go); void gameobject_setpos(gameobject *go, cpVect vec); float go_angle(gameobject *go); void gameobject_setangle(gameobject *go, float angle); gameobject *body2go(cpBody *body); gameobject *shape2go(cpShape *shape); void go_shape_apply(cpBody *body, cpShape *shape, gameobject *go); /* Tries a few methods to select a gameobject; if none is selected returns -1 */ gameobject *pos2gameobject(HMM_Vec2 pos, float give); void gameobject_draw_debug(gameobject *go); #endif