#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 "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 (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); } transform2d mat2transform2d(HMM_Mat3 mat) { } HMM_Mat3 mt_t(transform2d t) { HMM_Mat3 p = HMM_M3D(1); p.Columns[2].X = t.pos.X; p.Columns[2].Y = t.pos.Y; return p; } HMM_Mat3 mt_s(transform2d t) { HMM_Mat3 s = HMM_M3D(1); s.Columns[0].X = t.scale.X; s.Columns[1].Y = t.scale.Y; return s; } HMM_Mat3 mt_r(transform2d t) { HMM_Mat3 r = HMM_M3D(1); r.Columns[0] = (HMM_Vec3){cos(t.angle), sin(t.angle), 0}; r.Columns[1] = (HMM_Vec3){-sin(t.angle), cos(t.angle), 0}; return r; } HMM_Mat3 transform2d2mat(transform2d t) { return HMM_MulM3(mt_t(t), HMM_MulM3(mt_r(t), mt_s(t))); } transform3d mat2transform3d(HMM_Mat4 mat) { } transform3d go2t3(gameobject *go) { transform3d t; HMM_Vec2 p = go2pos(go); t.pos.Y = p.Y; t.pos.X = p.X; 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/70), t.rotation); t.rotation = HMM_MulQ(HMM_QFromAxisAngle_RH(vUP, t.pos.X/70), t.rotation); return t; } HMM_Mat4 m4_t(transform3d t) { return HMM_Translate(t.pos); } HMM_Mat4 m4_s(transform3d t) { return HMM_Scale(t.scale); } HMM_Mat4 m4_r(transform3d t) { return HMM_QToM4(t.rotation); } HMM_Mat4 m4_st(transform3d t) { return HMM_MulM4(m4_t(t), m4_s(t)); } HMM_Mat4 m4_rt(transform3d t) { return HMM_MulM4(m4_t(t), m4_r(t)); } HMM_Mat4 m4_rst(transform3d t) { return HMM_MulM4(m4_st(t), m4_r(t)); } HMM_Mat4 transform3d2mat(transform3d t) { return m4_rst(t); } HMM_Mat3 mt_rst(transform2d t) { return transform2d2mat(t); } HMM_Mat3 mt_st(transform2d t) { return HMM_MulM3(mt_t(t), mt_s(t)); } HMM_Mat3 mt_rt(transform2d t) { return HMM_MulM3(mt_t(t), mt_r(t)); } HMM_Vec2 go2world(struct gameobject *go, HMM_Vec2 pos) { HMM_Vec2 v = HMM_MulM3V3(t_go2world(go), (HMM_Vec3){pos.X, pos.Y, 1.0}).XY; return v; } HMM_Vec2 world2go(struct gameobject *go, HMM_Vec2 pos) { return HMM_MulM3V3(t_world2go(go), (HMM_Vec3){pos.X, pos.Y, 1.0}).XY; } HMM_Vec2 mat_t_pos(HMM_Mat3 m, HMM_Vec2 pos) { return HMM_MulM3V3(m, (HMM_Vec3){pos.x, pos.y, 1}).XY; } HMM_Vec2 mat_t_dir(HMM_Mat3 m, HMM_Vec2 dir) { m.Columns[2] = (HMM_Vec3){0,0,1}; return HMM_MulM3V3(m, (HMM_Vec3){dir.x, dir.y, 1}).XY; } HMM_Vec3 mat3_t_pos(HMM_Mat4 m, HMM_Vec3 pos) { return HMM_MulM4V4(m, (HMM_Vec4){pos.X, pos.Y, pos.Z, 1}).XYZ; } HMM_Vec3 mat3_t_dir(HMM_Mat4 m, HMM_Vec3 dir) { m.Columns[4] = (HMM_Vec4){0,0,0,1}; return mat3_t_pos(m, dir); } 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(transform2d2mat(go2t(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; } 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)); } 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) { return id_from_gameobject(go); } uint32_t go2category(struct gameobject *go) { return 0; } uint32_t go2mask(struct gameobject *go) { return 0; } 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 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; */ } 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, .sensor = 0, .drawlayer = 0, .shape_cbs = NULL, .gravity = 1, .cgravity = (HMM_Vec2){0,0}, .damping = NAN, .timescale = 1.0, .ref = JS_NULL, }; go.cbs.begin.obj = JS_NULL; go.cbs.separate.obj = JS_NULL; go.body = cpSpaceAddBody(space, cpBodyNew(go.mass, 1.f)); cpBodySetVelocityUpdateFunc(go.body, velocityFn); 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, (void *)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; JS_FreeValue(js, id2go(id)->ref); 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, 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); } 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); }