#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 "script.h" #include "log.h" cpSpace *space = NULL; float phys2d_gravity = -50.f; void phys2d_init() { space = cpSpaceNew(); phys2d_set_gravity(0, phys2d_gravity); cpSpaceSetGravity(space, cpv(0, phys2d_gravity)); } void phys2d_set_gravity(float x, float y) { cpSpaceSetGravity(space, cpv(x, y)); } void phys2d_update(float deltaT) { cpSpaceStep(space, deltaT); } void phys2d_apply() { phys2d_set_gravity(0, phys2d_gravity); } void phys2d_shape_apply(struct phys2d_shape *shape) { cpShapeSetFriction(shape->shape, shape->go->f); cpShapeSetElasticity(shape->shape, shape->go->e); } void init_phys2dshape(struct phys2d_shape *shape, struct gameobject *go) { shape->go = go; cpShapeSetCollisionType(shape->shape, go); phys2d_shape_apply(shape); } void phys2d_shape_del(struct phys2d_shape *shape) { cpSpaceRemoveShape(space, shape->shape); } struct phys2d_circle *Make2DCircle(struct gameobject *go) { struct phys2d_circle *new = malloc(sizeof(struct phys2d_circle)); new->radius = 10.f; new->offset[0] = 0.f; new->offset[1] = 0.f; return new; } void phys2d_circleinit(struct phys2d_circle *circle, struct gameobject *go) { circle->shape.shape = cpSpaceAddShape(space, cpCircleShapeNew(go->body, circle->radius, cpvzero)); init_phys2dshape(&circle->shape, go); } 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_dbgdrawcircle(struct phys2d_circle *circle) { cpVect p = cpBodyGetPosition(circle->shape.go->body); cpVect o = cpCircleShapeGetOffset(circle->shape.shape); float d = sqrt(pow(o.x, 2.f) + pow(o.y, 2.f)); float a = atan2(o.y, o.x) + cpBodyGetAngle(circle->shape.go->body); draw_circle(p.x + (d * cos(a)), p.y + (d * sin(a)), cpCircleShapeGetRadius(circle->shape.shape), 1); } struct phys2d_segment *Make2DSegment(struct gameobject *go) { struct phys2d_segment *new = malloc(sizeof(struct phys2d_segment)); new->thickness = 1.f; new->a[0] = 0.f; new->a[1] = 0.f; new->b[0] = 0.f; new->b[1] = 0.f; return new; } void phys2d_seginit(struct phys2d_segment *seg, struct gameobject *go) { seg->shape.shape = cpSpaceAddShape(space, cpSegmentShapeNew(go->body, cpvzero, cpvzero, seg->thickness)); init_phys2dshape(&seg->shape, go); } void phys2d_segdel(struct phys2d_segment *seg) { phys2d_shape_del(&seg->shape); } void segment_gui(struct phys2d_segment *seg) { nuke_property_float2("a", 0.f, seg->a, 1.f, 0.01f, 0.01f); nuke_property_float2("b", 0.f, seg->b, 1.f, 0.01f, 0.01f); phys2d_applyseg(seg); } struct phys2d_box *Make2DBox(struct gameobject *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; return new; } void phys2d_boxinit(struct phys2d_box *box, struct gameobject *go) { box->shape.shape = cpSpaceAddShape(space, cpBoxShapeNew(go->body, box->w, box->h, box->r)); init_phys2dshape(&box->shape, go); phys2d_applybox(box); } 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); } struct phys2d_poly *Make2DPoly(struct gameobject *go) { struct phys2d_poly *new = malloc(sizeof(struct phys2d_poly)); new->n = 0; new->points = NULL; new->radius = 0.f; return new; } void phys2d_polyinit(struct phys2d_poly *poly, struct gameobject *go) { cpTransform T = { 0 }; poly->shape.shape = cpSpaceAddShape(space, cpPolyShapeNew(go->body, 0, NULL, T, poly->radius)); init_phys2dshape(&poly->shape, go); phys2d_applypoly(poly); } void phys2d_polydel(struct phys2d_poly *poly) { phys2d_shape_del(&poly->shape); } void phys2d_polyaddvert(struct phys2d_poly *poly) { poly->n++; float *oldpoints = poly->points; poly->points = calloc(2 * poly->n, sizeof(float)); memcpy(poly->points, oldpoints, sizeof(float) * 2 * (poly->n - 1)); free(oldpoints); } void poly_gui(struct phys2d_poly *poly) { if (nuke_btn("Add Poly Vertex")) phys2d_polyaddvert(poly); for (int i = 0; i < poly->n; i++) { nuke_property_float2("#P", 0.f, &poly->points[i*2], 1.f, 0.1f, 0.1f); } nuke_property_float("Radius", 0.01f, &poly->radius, 1000.f, 1.f, 0.1f); phys2d_applypoly(poly); } struct phys2d_edge *Make2DEdge(struct gameobject *go) { struct phys2d_edge *new = malloc(sizeof(struct phys2d_edge)); new->n = 2; new->points = calloc(2 * 2, sizeof(float)); new->thickness = 0.f; new->shapes = malloc(sizeof(cpShape *)); return new; } void phys2d_edgeinit(struct phys2d_edge *edge, struct gameobject *go) { edge->shapes[0] = cpSpaceAddShape(space, cpSegmentShapeNew(go->body, cpvzero, cpvzero, edge->thickness)); edge->shape.go = go; phys2d_edgeshapeapply(&edge->shape, edge->shapes[0]); phys2d_applyedge(edge); } void phys2d_edgedel(struct phys2d_edge *edge) { phys2d_shape_del(&edge->shape); } void phys2d_edgeshapeapply(struct phys2d_shape *mshape, cpShape * shape) { cpShapeSetFriction(shape, mshape->go->f); cpShapeSetElasticity(shape, mshape->go->e); } void phys2d_edgeaddvert(struct phys2d_edge *edge) { edge->n++; float *oldp = edge->points; edge->points = calloc(edge->n * 2, sizeof(float)); memcpy(edge->points, oldp, sizeof(float) * 2 * (edge->n - 1)); cpShape **oldshapes = edge->shapes; edge->shapes = malloc(sizeof(cpShape *) * (edge->n - 1)); memcpy(edge->shapes, oldshapes, sizeof(cpShape *) * (edge->n - 2)); cpVect a = { edge->points[(edge->n - 2) * 2], edge->points[(edge->n - 2) * 2 + 1] }; cpVect b = { edge->points[(edge->n - 1) * 2], edge->points[(edge->n - 1) * 2 + 1] }; edge->shapes[edge->n - 2] = cpSpaceAddShape(space, cpSegmentShapeNew(edge->shape.go->body, a, b, edge->thickness)); phys2d_edgeshapeapply(&edge->shape, edge->shapes[edge->n - 2]); free(oldp); free(oldshapes); } void edge_gui(struct phys2d_edge *edge) { if (nuke_btn("Add Edge Vertex")) phys2d_edgeaddvert(edge); for (int i = 0; i < edge->n; i++) nuke_property_float2("E", 0.f, &edge->points[i*2], 1.f, 0.01f, 0.01f); nuke_property_float("Thickness", 0.01f, &edge->thickness, 1.f, 0.01f, 0.01f); phys2d_applyedge(edge); } void phys2d_applycircle(struct phys2d_circle *circle) { float radius = circle->radius * circle->shape.go->scale; float s = circle->shape.go->scale; cpVect offset = { circle->offset[0] * s, circle->offset[1] * s }; cpCircleShapeSetRadius(circle->shape.shape, radius); cpCircleShapeSetOffset(circle->shape.shape, offset); cpBodySetMoment(circle->shape.go->body, cpMomentForCircle(circle->shape.go->mass, 0, radius, offset)); } void phys2d_applyseg(struct phys2d_segment *seg) { float s = seg->shape.go->scale; cpVect a = { seg->a[0] * s, seg->a[1] * s }; cpVect b = { seg->b[0] * s, seg->b[1] * s }; cpSegmentShapeSetEndpoints(seg->shape.shape, a, b); cpSegmentShapeSetRadius(seg->shape.shape, seg->thickness * s); } void phys2d_applybox(struct phys2d_box *box) { float s = box->shape.go->scale; cpTransform T = { 0 }; T.a = s; T.d = s; 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_applypoly(struct phys2d_poly *poly) { cpVect verts[poly->n]; for (int i = 0; i < poly->n; i++) { verts[i].x = poly->points[i * 2]; verts[i].y = poly->points[i * 2 + 1]; } CP_CONVEX_HULL(poly->n, verts, hullCount, hullVerts); float s = poly->shape.go->scale; cpTransform T = { 0 }; T.a = s; T.d = s; cpPolyShapeSetVerts(poly->shape.shape, hullCount, hullVerts, T); cpPolyShapeSetRadius(poly->shape.shape, poly->radius); } void phys2d_applyedge(struct phys2d_edge *edge) { float s = edge->shape.go->scale; for (int i = 0; i < edge->n - 1; i++) { cpVect a = { edge->points[i * 2] * s, edge->points[i * 2 + 1] * s }; cpVect b = { edge->points[i * 2 + 2] * s, edge->points[i * 2 + 3] * s }; cpSegmentShapeSetEndpoints(edge->shapes[i], a, b); cpSegmentShapeSetRadius(edge->shapes[i], edge->thickness); } } void phys2d_dbgdrawseg(struct phys2d_segment *seg) { cpVect p = cpBodyGetPosition(seg->shape.go->body); cpVect a = cpSegmentShapeGetA(seg->shape.shape); cpVect b = cpSegmentShapeGetB(seg->shape.shape); float angle = cpBodyGetAngle(seg->shape.go->body); float ad = sqrt(pow(a.x, 2.f) + pow(a.y, 2.f)); float bd = sqrt(pow(b.x, 2.f) + pow(b.y, 2.f)); float aa = atan2(a.y, a.x) + angle; float ba = atan2(b.y, b.x) + angle; draw_line(ad * cos(aa) + p.x, ad * sin(aa) + p.y, bd * cos(ba) + p.x, bd * sin(ba) + p.y); } void phys2d_dbgdrawbox(struct phys2d_box *box) { int n = cpPolyShapeGetCount(box->shape.shape); cpVect b = cpBodyGetPosition(box->shape.go->body); float angle = cpBodyGetAngle(box->shape.go->body); 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); } void phys2d_dbgdrawpoly(struct phys2d_poly *poly) { cpVect b = cpBodyGetPosition(poly->shape.go->body); float angle = cpBodyGetAngle(poly->shape.go->body); float s = poly->shape.go->scale; for (int i = 0; i < poly->n; i++) { float d = sqrt(pow(poly->points[i * 2] * s, 2.f) + pow(poly->points[i * 2 + 1] * s, 2.f)); float a = atan2(poly->points[i * 2 + 1], poly->points[i * 2]) + angle; draw_point(b.x + d * cos(a), b.y + d * sin(a), 3); } if (poly->n >= 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); } } void phys2d_dbgdrawedge(struct phys2d_edge *edge) { cpVect p = cpBodyGetPosition(edge->shape.go->body); float s = edge->shape.go->scale; float angle = cpBodyGetAngle(edge->shape.go->body); for (int i = 0; i < edge->n; i++) { float d = sqrt(pow(edge->points[i * 2] * s, 2.f) + pow(edge->points[i * 2 + 1] * s, 2.f)); float a = atan2(edge->points[i * 2 + 1], edge->points[i * 2]) + angle; draw_point(p.x + d * cos(a), p.y + d * sin(a), 3); } for (int i = 0; i < edge->n - 1; i++) { cpVect a = cpSegmentShapeGetA(edge->shapes[i]); cpVect b = cpSegmentShapeGetB(edge->shapes[i]); float ad = sqrt(pow(a.x, 2.f) + pow(a.y, 2.f)); float bd = sqrt(pow(b.x, 2.f) + pow(b.y, 2.f)); float aa = atan2(a.y, a.x) + angle; float ba = atan2(b.y, b.x) + angle; draw_line(ad * cos(aa) + p.x, ad * sin(aa) + p.y, bd * cos(ba) + p.x, bd * sin(ba) + p.y); } } void phys2d_reindex_body(cpBody *body) { cpSpaceReindexShapesForBody(space, body); } static cpBool s7_phys_cb_begin(cpArbiter *arb, cpSpace *space, void *data) { struct gameobject *go = data; cpBody *body1; cpBody *body2; cpArbiterGetBodies(arb, &body1, &body2); struct gameobject *g2 = cpBodyGetUserData(body2); script_call_sym_args(go->cbs->begin, s7_make_integer(s7, g2->editor.id)); return 1; } static cpBool s7_phys_cb_presolve(cpArbiter *arb, cpSpace *space, void *data) { } static void s7_phys_cb_postsolve(cpArbiter *arb, cpSpace *space, void *data) { } static void s7_phys_cb_separate(cpArbiter *Arb, cpSpace *space, void *data) { struct gameobject *go = data; script_call_sym(go->cbs->separate); } void phys2d_add_handler_type(int cmd, struct gameobject *go, s7_pointer cb) { cpCollisionHandler *handler = cpSpaceAddWildcardHandler(space, go); if (!go->cbs) go->cbs = malloc(sizeof(*go->cbs)); handler->userData = go; switch (cmd) { case 0: handler->beginFunc = s7_phys_cb_begin; go->cbs->begin = cb; break; case 1: break; case 2: break; case 3: handler->separateFunc = s7_phys_cb_separate; go->cbs->separate = cb; break; } }