#include "2dphysics.h" #include "debug.h" #include "gameobject.h" #include #include "debugdraw.h" #include "stb_ds.h" #include #include #include #include "2dphysics.h" #include "jsffi.h" #include "script.h" #include "log.h" cpSpace *space = NULL; struct rgba color_white = {255,255,255,255}; struct rgba color_black = {0,0,0,255}; struct rgba disabled_color = {148,148,148,255}; struct rgba sleep_color = {255,140,228,255}; struct rgba dynamic_color = {255,70,46,255}; struct rgba kinematic_color = {255, 194, 64, 255}; struct rgba static_color = {73,209,80,255}; static const unsigned char col_alpha = 40; static const float sensor_seg = 10; unsigned int category_masks[32]; void set_cat_mask(int cat, unsigned int mask) { category_masks[cat] = mask; } cpTransform m3_to_cpt(HMM_Mat3 m) { cpTransform t; t.a = m.Columns[0].x; t.b = m.Columns[0].y; t.tx = m.Columns[2].x; t.c = m.Columns[1].x; t.d = m.Columns[1].y; t.ty = m.Columns[2].y; return t; } cpShape *phys2d_query_pos(cpVect pos) { cpShapeFilter filter; filter.group = CP_NO_GROUP; filter.mask = CP_ALL_CATEGORIES; filter.categories = CP_ALL_CATEGORIES; cpShape *find = cpSpacePointQueryNearest(space, pos, 0.f, filter, NULL); return find; } int p_compare(void *a, void *b) { if (a > b) return 1; if (a < b) return -1; if (a == b) return 0; } gameobject **clean_ids(gameobject **ids) { qsort(ids, arrlen(ids), sizeof(*ids), p_compare); gameobject *curid = NULL; for (int i = arrlen(ids)-1; i >= 0; i--) if (ids[i] == curid) arrdelswap(ids, i); else curid = ids[i]; return ids; } void querylist(cpShape *shape, cpContactPointSet *points, gameobject **ids) { arrput(ids,shape2go(shape)); } typedef struct querybox { cpBB bb; gameobject **ids; } querybox; void querylistbodies(cpBody *body, querybox *qb) { if (cpBBContainsVect(qb->bb, cpBodyGetPosition(body))) arrput(qb->ids,body2go(body)); } /* Return all points from a list of points in the given boundingbox */ int *phys2d_query_box_points(HMM_Vec2 pos, HMM_Vec2 wh, HMM_Vec2 *points, int n) { cpBB bbox; bbox = cpBBExpand(bbox, cpvadd(pos.cp, cpvmult(wh.cp,0.5))); bbox = cpBBExpand(bbox, cpvsub(pos.cp, cpvmult(wh.cp,0.5))); int *hits = NULL; for (int i = 0; i < n; i++) if (cpBBContainsVect(bbox, points[i].cp)) arrpush(hits, i); return hits; } /* Return all gameobjects within the given box */ gameobject *phys2d_query_box(HMM_Vec2 pos, HMM_Vec2 wh) { cpShape *box = cpBoxShapeNew(NULL, wh.x, wh.y, 0.f); cpTransform T = {0}; T.a = 1; T.d = 1; T.tx = pos.x; T.ty = pos.y; cpShapeUpdate(box, T); cpBB bbox = cpShapeGetBB(box); querybox qb; qb.bb = bbox; qb.ids = NULL; cpSpaceShapeQuery(space, box, querylist, qb.ids); cpSpaceEachBody(space, querylistbodies, &qb); cpShapeFree(box); return clean_ids(qb.ids); } gameobject *phys2d_query_shape(struct phys2d_shape *shape) { gameobject **ids = NULL; cpSpaceShapeQuery(space, shape->shape, querylist, ids); return clean_ids(ids); } int cpshape_enabled(cpShape *c) { cpShapeFilter filter = cpShapeGetFilter(c); if (filter.categories == ~CP_ALL_CATEGORIES && filter.mask == ~CP_ALL_CATEGORIES) return 0; return 1; } struct rgba shape_color(cpShape *shape) { if (!cpshape_enabled(shape)) return disabled_color; switch (cpBodyGetType(cpShapeGetBody(shape))) { case CP_BODY_TYPE_DYNAMIC: // cpBodySleep(cpShapeGetBody(shape)); if (cpBodyIsSleeping(cpShapeGetBody(shape))) return sleep_color; return dynamic_color; case CP_BODY_TYPE_KINEMATIC: return kinematic_color; case CP_BODY_TYPE_STATIC: return static_color; } return static_color; } void phys2d_init() { space = cpSpaceNew(); cpSpaceSetSleepTimeThreshold(space, 1); cpSpaceSetCollisionSlop(space, 0.01); cpSpaceSetCollisionBias(space, cpfpow(1.0-0.5, 165.f)); } void phys2d_set_gravity(cpVect v) { cpSpaceSetGravity(space, v); } void phys2d_update(float deltaT) { cpSpaceStep(space, deltaT); flush_collide_cbs(); } void init_phys2dshape(struct phys2d_shape *shape, gameobject *go, void *data) { shape->go = go; shape->data = data; shape->t.scale = (HMM_Vec2){1.0,1.0}; go_shape_apply(go->body, shape->shape, go); cpShapeSetCollisionType(shape->shape, (int)go); cpShapeSetUserData(shape->shape, shape); } void phys2d_shape_del(struct phys2d_shape *shape) { if (!shape->shape) return; cpSpaceRemoveShape(space, shape->shape); cpShapeFree(shape->shape); } /***************** CIRCLE2D *****************/ struct phys2d_circle *Make2DCircle(gameobject *go) { struct phys2d_circle *new = malloc(sizeof(struct phys2d_circle)); new->radius = 10.f; new->offset = v2zero; new->shape.shape = cpSpaceAddShape(space, cpCircleShapeNew(go->body, new->radius, cpvzero)); new->shape.debugdraw = phys2d_dbgdrawcircle; new->shape.moi = phys2d_circle_moi; new->shape.apply = phys2d_applycircle; init_phys2dshape(&new->shape, go, new); phys2d_applycircle(new); return new; } float phys2d_circle_moi(struct phys2d_circle *c, float m) { return 1; //TODO: Calculate correctly //return cpMomentForCircle(m, 0, c->radius, c->offset); } void phys2d_circledel(struct phys2d_circle *c) { phys2d_shape_del(&c->shape); } void phys2d_dbgdrawcpcirc(cpCircleShape *c) { HMM_Vec2 pos = mat_t_pos(t_go2world(shape2go(c)), (HMM_Vec2)cpCircleShapeGetOffset(c)); float radius = cpCircleShapeGetRadius(c); struct rgba color = shape_color(c); float seglen = cpShapeGetSensor(c) ? 5 : -1; draw_circle(pos, radius, 1, color, seglen); color.a = col_alpha; draw_circle(pos,radius,radius,color,-1); } void phys2d_dbgdrawcircle(struct phys2d_circle *circle) { phys2d_dbgdrawcpcirc((cpCircleShape *)circle->shape.shape); } void phys2d_applycircle(struct phys2d_circle *circle) { gameobject *go = circle->shape.go; float radius = circle->radius * HMM_MAX(HMM_ABS(go->scale.X), HMM_ABS(go->scale.Y)); cpCircleShapeSetRadius(circle->shape.shape, radius); cpCircleShapeSetOffset(circle->shape.shape, HMM_MulV2(go->scale.XY, circle->offset).cp); } /************* BOX2D ************/ struct phys2d_box *Make2DBox(gameobject *go) { struct phys2d_box *new = malloc(sizeof(struct phys2d_box)); new->t = (transform2d){ .pos = {0,0}, .angle = 0, .scale = {0,0} }; new->r = 0.f; new->shape.go = go; new->shape.apply = phys2d_applybox; phys2d_applybox(new); new->shape.debugdraw = phys2d_dbgdrawbox; new->shape.moi = phys2d_box_moi; return new; } float phys2d_box_moi(struct phys2d_box *box, float m) { return cpMomentForBox(m, box->t.scale.x, box->t.scale.y); } void phys2d_boxdel(struct phys2d_box *box) { phys2d_shape_del(&box->shape); } void phys2d_applybox(struct phys2d_box *box) { phys2d_boxdel(box); struct gameobject *go = box->shape.go; cpTransform T = m3_to_cpt(transform2d2mat(box->t)); cpVect verts[4] = {{-0.5, -0.5}, {0.5, -0.5}, {0.5, 0.5}, {-0.5, 0.5}}; box->shape.shape = cpSpaceAddShape(space, cpPolyShapeNew(go->body, 4, verts, T, box->r)); init_phys2dshape(&box->shape, box->shape.go, box); } void phys2d_dbgdrawbox(struct phys2d_box *box) { int n = cpPolyShapeGetCount(box->shape.shape); HMM_Vec2 points[n+1]; struct gameobject *go = shape2go(box->shape.shape); for (int i = 0; i < n; i++) { HMM_Vec2 p; p.cp = cpPolyShapeGetVert(box->shape.shape, i); points[i] = go2world(go, p); } points[n] = points[0]; struct rgba c = shape_color(box->shape.shape); struct rgba cl = c; cl.a = col_alpha; float seglen = cpShapeGetSensor(box->shape.shape) ? sensor_seg : 0; draw_line(points, n, cl,seglen, 0); draw_poly(points, n, c); } /************** POLYGON ************/ struct phys2d_poly *Make2DPoly(gameobject *go) { struct phys2d_poly *new = malloc(sizeof(struct phys2d_poly)); new->points = NULL; arrsetlen(new->points, 0); new->radius = 0.f; new->shape.shape = cpSpaceAddShape(space, cpPolyShapeNewRaw(go->body, 0, new->points, new->radius)); new->shape.debugdraw = phys2d_dbgdrawpoly; new->shape.moi = phys2d_poly_moi; new->shape.apply = phys2d_applypoly; init_phys2dshape(&new->shape, go, new); return new; } float phys2d_poly_moi(struct phys2d_poly *poly, float m) { float moi = cpMomentForPoly(m, arrlen(poly->points), poly->points, cpvzero, poly->radius); if (isnan(moi)) { // YughError("Polygon MOI returned an error. Returning 0."); return 0; } return moi; } 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, v2zero); } void phys2d_poly_setverts(struct phys2d_poly *poly, cpVect *verts) { if (!verts) return; if (poly->points) arrfree(poly->points); arrsetlen(poly->points, arrlen(verts)); for (int i = 0; i < arrlen(verts); i++) { poly->points[i].X = verts[i].x; poly->points[i].Y = verts[i].y; } phys2d_applypoly(poly); } void phys2d_applypoly(struct phys2d_poly *poly) { if (arrlen(poly->points) <= 0) return; assert(sizeof(poly->points[0]) == sizeof(cpVect)); struct gameobject *go = poly->shape.go; // cpTransform T = m3_to_cpt(transform2d2mat(poly->t)); cpPolyShapeSetVerts(poly->shape.shape, arrlen(poly->points), poly->points, cpTransformIdentity); cpPolyShapeSetRadius(poly->shape.shape, poly->radius); cpSpaceReindexShapesForBody(space, cpShapeGetBody(poly->shape.shape)); } void phys2d_dbgdrawpoly(struct phys2d_poly *poly) { struct rgba color = shape_color(poly->shape.shape); struct rgba line_color = color; color.a = col_alpha; if (arrlen(poly->points) >= 3) { int n = cpPolyShapeGetCount(poly->shape.shape); HMM_Vec2 points[n+1]; HMM_Mat3 rt = t_go2world(shape2go(poly->shape.shape)); for (int i = 0; i < n; i++) points[i] = mat_t_pos(rt, (HMM_Vec2)cpPolyShapeGetVert(poly->shape.shape, i)); points[n] = points[0]; draw_poly(points, n, color); float seglen = cpShapeGetSensor(poly->shape.shape) ? sensor_seg : 0; draw_line(points, n, line_color, seglen, 0); } } /****************** EDGE 2D**************/ struct phys2d_edge *Make2DEdge(gameobject *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; new->shape.moi = phys2d_edge_moi; new->shape.shape = NULL; new->shape.apply = NULL; new->draws = 0; phys2d_applyedge(new); return new; } float phys2d_edge_moi(struct phys2d_edge *edge, float m) { float moi = 0; for (int i = 0; i < arrlen(edge->points) - 1; i++) moi += cpMomentForSegment(m, edge->points[i].cp, edge->points[i + 1].cp, edge->thickness); return moi; } void phys2d_edgedel(struct phys2d_edge *edge) { phys2d_shape_del(&edge->shape); } void phys2d_edgeaddvert(struct phys2d_edge *edge, HMM_Vec2 v) { arrput(edge->points, v); if (arrlen(edge->points) > 1) arrput(edge->shapes, cpSpaceAddShape(space, cpSegmentShapeNew(edge->shape.go->body, cpvzero, cpvzero, edge->thickness))); } void phys2d_edge_rmvert(struct phys2d_edge *edge, int index) { if (index>arrlen(edge->points) || index < 0) return; arrdel(edge->points, index); if (arrlen(edge->points) == 0) return; if (index == 0) { cpSpaceRemoveShape(space, edge->shapes[index]); cpShapeFree(edge->shapes[index]); arrdel(edge->shapes, index); return; } if (index != arrlen(edge->points)) cpSegmentShapeSetEndpoints(edge->shapes[index - 1], edge->points[index - 1].cp, edge->points[index].cp); cpSpaceRemoveShape(space, edge->shapes[index - 1]); cpShapeFree(edge->shapes[index - 1]); arrdel(edge->shapes, index - 1); } void phys2d_edge_setvert(struct phys2d_edge *edge, int index, cpVect val) { assert(arrlen(edge->points) > index && index >= 0); edge->points[index].cp = val; } void phys2d_edge_update_verts(struct phys2d_edge *edge, HMM_Vec2 *verts) { if (arrlen(edge->points) == arrlen(verts)) { for (int i = 0; i < arrlen(verts); i++) phys2d_edge_setvert(edge,i,verts[i].cp); } else { int vertchange = arrlen(verts)-arrlen(edge->points); phys2d_edge_clearverts(edge); phys2d_edge_addverts(edge,verts); } phys2d_applyedge(edge); } void phys2d_edge_clearverts(struct phys2d_edge *edge) { for (int i = arrlen(edge->points) - 1; i >= 0; i--) phys2d_edge_rmvert(edge, i); } void phys2d_edge_addverts(struct phys2d_edge *edge, HMM_Vec2 *verts) { for (int i = 0; i < arrlen(verts); i++) phys2d_edgeaddvert(edge, verts[i]); } /* Calculates all true positions of verts, links them up, and so on */ void phys2d_applyedge(struct phys2d_edge *edge) { struct gameobject *go = edge->shape.go; for (int i = 0; i < arrlen(edge->shapes); i++) { /* Points must be scaled with gameobject, */ HMM_Vec2 a = HMM_MulV2(go->scale.xy, edge->points[i]); HMM_Vec2 b = HMM_MulV2(go->scale.xy, edge->points[i+1]); cpSegmentShapeSetEndpoints(edge->shapes[i], a.cp, b.cp); cpSegmentShapeSetRadius(edge->shapes[i], edge->thickness); if (i > 0 && i < arrlen(edge->shapes) - 1) cpSegmentShapeSetNeighbors(edge->shapes[i], HMM_MulV2(go->scale.xy,edge->points[i-1]).cp, HMM_MulV2(go->scale.xy,edge->points[i+2]).cp); go_shape_apply(NULL, edge->shapes[i], go); cpShapeSetUserData(edge->shapes[i], &edge->shape); } cpSpaceReindexShapesForBody(space, 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; HMM_Vec2 drawpoints[arrlen(edge->points)]; struct gameobject *go = edge->shape.go; HMM_Mat3 g2w = t_go2world(go); for (int i = 0; i < arrlen(edge->points); i++) drawpoints[i] = mat_t_pos(g2w, edge->points[i]); float seglen = cpShapeGetSensor(edge->shapes[0]) ? sensor_seg : 0; struct rgba color = shape_color(edge->shapes[0]); struct rgba line_color = color; color.a = col_alpha; draw_edge(drawpoints, arrlen(edge->points), color, edge->thickness * 2, 0, line_color, seglen); 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) { if (!shape->shape) { struct phys2d_edge *edge = shape->data; for (int i = 0; i < arrlen(edge->shapes); i++) cpShapeSetSensor(edge->shapes[i], sensor); } else cpShapeSetSensor(shape->shape, sensor); } int shape_get_sensor(struct phys2d_shape *shape) { if (!shape->shape) { struct phys2d_edge *edge = shape->data; if (arrlen(edge->shapes) > 0) return cpShapeGetSensor(edge->shapes[0]); YughInfo("Attempted to get the sensor of an edge with no shapes. It has %d points.", arrlen(edge->points)); return 0; } return cpShapeGetSensor(shape->shape); } void phys2d_reindex_body(cpBody *body) { cpSpaceReindexShapesForBody(space, body); } struct postphys_cb { struct callee c; JSValue send; }; static struct postphys_cb *begins = NULL; void flush_collide_cbs() { for (int i = 0; i < arrlen(begins); i++) { script_callee(begins[i].c, 1, &begins[i].send); JS_FreeValue(js, begins[i].send); } arrsetlen(begins,0); } void duk_call_phys_cb(HMM_Vec2 norm, struct callee c, gameobject *hit, cpArbiter *arb) { cpShape *shape1; cpShape *shape2; cpArbiterGetShapes(arb, &shape1, &shape2); JSValue obj = JS_NewObject(js); JS_SetPropertyStr(js, obj, "normal", vec2js(norm)); JS_SetPropertyStr(js, obj, "obj", hit->ref); JS_SetPropertyStr(js, obj, "sensor", JS_NewBool(js, cpShapeGetSensor(shape2))); HMM_Vec2 srfv; srfv.cp = cpArbiterGetSurfaceVelocity(arb); JS_SetPropertyStr(js, obj, "velocity", vec2js(srfv)); // srfv.cp = cpArbiterGetPointA(arb,0); // JS_SetPropertyStr(js, obj, "pos", vec2js(srfv)); // JS_SetPropertyStr(js,obj,"depth", num2js(cpArbiterGetDepth(arb,0))); struct postphys_cb cb; cb.c = c; cb.send = obj; arrput(begins, cb); } #define CTYPE_BEGIN 0 #define CTYPE_SEP 1 static cpBool handle_collision(cpArbiter *arb, int type) { cpBody *body1; cpBody *body2; cpArbiterGetBodies(arb, &body1, &body2); gameobject *go = cpBodyGetUserData(body1); gameobject *go2 = cpBodyGetUserData(body2); cpShape *shape1; cpShape *shape2; cpArbiterGetShapes(arb, &shape1, &shape2); struct phys2d_shape *pshape1 = cpShapeGetUserData(shape1); struct phys2d_shape *pshape2 = cpShapeGetUserData(shape2); HMM_Vec2 norm1; norm1.cp = cpArbiterGetNormal(arb); switch (type) { case CTYPE_BEGIN: for (int i = 0; i < arrlen(go->shape_cbs); i++) if (go->shape_cbs[i].shape == pshape1) duk_call_phys_cb(norm1, go->shape_cbs[i].cbs.begin, go2, arb); if (JS_IsObject(go->cbs.begin.obj)) duk_call_phys_cb(norm1, go->cbs.begin, go2, arb); break; case CTYPE_SEP: if (JS_IsObject(go->cbs.separate.obj)) duk_call_phys_cb(norm1, go->cbs.separate, go2, arb); break; } return 1; } static cpBool script_phys_cb_begin(cpArbiter *arb, cpSpace *space, void *data) { return handle_collision(arb, CTYPE_BEGIN); } static cpBool script_phys_cb_separate(cpArbiter *arb, cpSpace *space, void *data) { return handle_collision(arb, CTYPE_SEP); } void phys2d_rm_go_handlers(gameobject *go) { cpCollisionHandler *handler = cpSpaceAddWildcardHandler(space, (int)go); handler->userData = NULL; handler->beginFunc = NULL; handler->separateFunc = NULL; } void phys2d_setup_handlers(gameobject *go) { cpCollisionHandler *handler = cpSpaceAddWildcardHandler(space, (int)go); handler->userData = go; handler->beginFunc = script_phys_cb_begin; handler->separateFunc = script_phys_cb_separate; } static int airborne = 0; void inair(cpBody *body, cpArbiter *arbiter, void *data) { airborne = 0; } int phys2d_in_air(cpBody *body) { airborne = 1; cpBodyEachArbiter(body, inair, NULL); return airborne; }