#include "gameobject.h" #include "2dphysics.h" #include #include "debugdraw.h" #include "log.h" #include "math.h" #include "stb_ds.h" static gameobject **gameobjects; int go_count() { return arrlen(gameobjects); } gameobject *body2go(cpBody *body) { return cpBodyGetUserData(body); } gameobject *shape2go(cpShape *shape) { return ((struct phys2d_shape *)cpShapeGetUserData(shape))->go; } HMM_Vec2 go_pos(gameobject *go) { cpVect p = cpBodyGetPosition(go->body); return (HMM_Vec2){p.x, p.y}; } float go_angle(gameobject *go) { return cpBodyGetAngle(go->body); } transform3d go2t3(gameobject *go) { transform3d t; HMM_Vec2 p = go_pos(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, go_angle(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(gameobject *go, HMM_Vec2 pos) { return mat_t_pos(t_go2world(go), pos); } HMM_Vec2 world2go(gameobject *go, HMM_Vec2 pos) { return mat_t_pos(t_world2go(go), pos); } HMM_Mat3 t_go2world(gameobject *go) { return transform2d2mat(go2t(go)); } HMM_Mat3 t_world2go(gameobject *go) { return HMM_InvGeneralM3(t_go2world(go)); } HMM_Mat4 t3d_go2world(gameobject *go) { return transform3d2mat(go2t3(go)); } HMM_Mat4 t3d_world2go(gameobject *go) { return HMM_InvGeneralM4(t3d_go2world(go)); } gameobject *pos2gameobject(HMM_Vec2 pos, float give) { cpShape *hit = phys2d_query_pos(pos.cp); if (hit) return shape2go(hit); for (int i = 0; i < arrlen(gameobjects); i++) { if (!gameobjects[i]->body) continue; HMM_Vec2 gpos = go_pos(gameobjects[i]); float dist = HMM_DistV2(gpos,pos); if (dist <= give) return gameobjects[i]; } return NULL; } transform2d go2t(gameobject *go) { transform2d t; t.pos.cp = cpBodyGetPosition(go->body); t.angle = cpBodyGetAngle(go->body); t.scale = go->scale.XY; if (!isfinite(t.scale.X)) t.scale.X = 1; if (!isfinite(t.scale.Y)) t.scale.Y = 1; return t; } unsigned int editor_cat = 1<<31; void go_shape_apply(cpBody *body, cpShape *shape, gameobject *go) { cpShapeSetFriction(shape, go->f); cpShapeSetElasticity(shape, go->e); cpShapeSetCollisionType(shape, (cpCollisionType)go); cpShapeFilter filter; filter.group = (cpCollisionType)go; filter.categories = 1<layer | editor_cat; 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, gameobject *go) { float moment = cpBodyGetMoment(body); struct phys2d_shape *s = cpShapeGetUserData(shape); if (!s) { cpBodySetMoment(body, moment + 1); return; } moment += s->moi(s->data); if (moment < 0) moment = 0; cpBodySetMoment(body, moment); } void gameobject_apply(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) { gameobject *go = body2go(body); cpVect pos = cpBodyGetPosition(body); HMM_Vec2 g = warp_force((HMM_Vec3){pos.x, pos.y, 0}, go->warp_filter).xy; if (!go) { cpBodyUpdateVelocity(body,g.cp,damping,dt); return; } cpFloat d = isfinite(go->damping) ? go->damping : damping; cpBodyUpdateVelocity(body,g.cp,d,dt*go->timescale); if (isfinite(go->maxvelocity)) cpBodySetVelocity(body, cpvclamp(cpBodyGetVelocity(body), go->maxvelocity)); if (isfinite(go->maxangularvelocity)) { float av = cpBodyGetAngularVelocity(body); if (fabs(av) > go->maxangularvelocity) cpBodySetAngularVelocity(body, copysignf(go->maxangularvelocity, av)); } } gameobject *MakeGameobject() { gameobject *ngo = malloc(sizeof(*ngo)); 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, .damping = INFINITY, .timescale = 1.0, .ref = JS_UNDEFINED, }; go.cbs.begin = JS_UNDEFINED; go.cbs.separate = JS_UNDEFINED; go.body = cpSpaceAddBody(space, cpBodyNew(go.mass, 1.f)); cpBodySetVelocityUpdateFunc(go.body, velocityFn); *ngo = go; cpBodySetUserData(go.body, ngo); phys2d_setup_handlers(ngo); arrpush(gameobjects, ngo); return ngo; } void rm_body_shapes(cpBody *body, cpShape *shape, void *data) { struct phys2d_shape *s = cpShapeGetUserData(shape); if (s) { if (s->free) s->free(s->data); else free(s->data); } cpSpaceRemoveShape(space, shape); cpShapeFree(shape); } void rm_body_constraints(cpBody *body, cpConstraint *constraint, void *data) { constraint_break(cpConstraintGetUserData(constraint)); } void gameobject_free(gameobject *go) { arrfree(go->shape_cbs); go->ref = JS_UNDEFINED; cpBodyEachShape(go->body, rm_body_shapes, NULL); cpBodyEachConstraint(go->body, rm_body_constraints, NULL); cpSpaceRemoveBody(space, go->body); cpBodyFree(go->body); go->body = NULL; free(go); for (int i = arrlen(gameobjects)-1; i >= 0; i--) { if (gameobjects[i] == go) { arrdelswap(gameobjects,i); return; } } } void gameobject_setangle(gameobject *go, float angle) { cpBodySetAngle(go->body, angle); phys2d_reindex_body(go->body); } void gameobject_setpos(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(gameobject *go) { if (!go || !go->body) return; cpVect pos = cpBodyGetPosition(go->body); cpBodyEachShape(go->body, body_draw_shapes_dbg, NULL); } void gameobject_draw_debugs() { for (int i = 0; i < arrlen(gameobjects); i++) gameobject_draw_debug(gameobjects[i]); }