#include "2dphysics.h" #include "gameobject.h" #include #include "mathc.h" #include "nuke.h" #include "debug.h" #include "debugdraw.h" #include "gameobject.h" #include #include #include "stb_ds.h" #include #include "tinyspline.h" #include "script.h" #include "ffi.h" #include "log.h" cpSpace *space = NULL; float phys2d_gravity = -50.f; float dbg_color[3] = {0.836f, 1.f, 0.45f}; float trigger_color[3] = {0.278f, 0.953f, 1.f}; float disabled_color[3] = {0.58f, 0.58f, 0.58f}; float dynamic_color[3] = {255/255, 70/255, 46/255}; float kinematic_color[3] = {255/255, 206/255,71/255}; float static_color[3] = {0.22f, 0.271f, 1.f}; void color2float(struct color color, float *fcolor) { fcolor[0] = (float)color.r/255; fcolor[1] = (float)color.b/255; fcolor[2] = (float)color.g/255; } struct color float2color(float *fcolor) { struct color new; new.r = fcolor[0]*255; new.b = fcolor[1]*255; new.g = fcolor[2]*255; return new; } cpShape *phys2d_query_pos(cpVect pos) { cpShapeFilter filter; filter.group = 0; filter.mask = CP_ALL_CATEGORIES; filter.categories = CP_ALL_CATEGORIES; cpShape *find = cpSpacePointQueryNearest(space, pos, 0.f, filter, NULL); return find; } int *qhits; void querylist(cpShape *shape, cpContactPointSet *points, void *data) { int go = shape2gameobject(shape); int in = 0; for (int i = 0; i < arrlen(qhits); i++) { if (qhits[i] == go) { in = 1; break; } } if (!in) arrput(qhits, go); } void querylistbodies(cpBody *body, void *data) { cpBB *bbox = data; if (cpBBContainsVect(*bbox, cpBodyGetPosition(body))) { int go = body2id(body); if (go < 0) return; int in = 0; for (int i = 0; i < arrlen(qhits); i++) { if (qhits[i] == go) { in = 1; break; } } if (!in) arrput(qhits, go); } } int *phys2d_query_box(cpVect pos, cpVect 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); if (qhits) arrfree(qhits); cpSpaceShapeQuery(space, box, querylist, NULL); cpSpaceEachBody(space, querylistbodies, &bbox); cpShapeFree(box); return qhits; } int cpshape_enabled(cpShape *c) { cpShapeFilter filter = cpShapeGetFilter(c); if (filter.categories == ~CP_ALL_CATEGORIES && filter.mask == ~CP_ALL_CATEGORIES) return 0; return 1; } float *shape_outline_color(cpShape *shape) { switch (cpBodyGetType(cpShapeGetBody(shape))) { case CP_BODY_TYPE_DYNAMIC: return dynamic_color; case CP_BODY_TYPE_KINEMATIC: return kinematic_color; case CP_BODY_TYPE_STATIC: return static_color; } return static_color; } float *shape_color(cpShape *shape) { if (!cpshape_enabled(shape)) return disabled_color; if (cpShapeGetSensor(shape)) return trigger_color; return dbg_color; } void phys2d_init() { space = cpSpaceNew(); cpVect grav = {0, phys2d_gravity}; phys2d_set_gravity(grav); cpSpaceSetGravity(space, cpv(0, phys2d_gravity)); } void phys2d_set_gravity(cpVect v) { cpSpaceSetGravity(space, v); } void phys2d_update(float deltaT) { cpSpaceStep(space, deltaT); } void init_phys2dshape(struct phys2d_shape *shape, int go, void *data) { shape->go = go; shape->data = data; go_shape_apply(id2go(go)->body, shape->shape, id2go(go)); cpShapeSetCollisionType(shape->shape, 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(int go) { struct phys2d_circle *new = malloc(sizeof(struct phys2d_circle)); new->radius = 10.f; new->offset = cpvzero; new->shape.shape = cpSpaceAddShape(space, cpCircleShapeNew(id2go(go)->body, new->radius, cpvzero)); new->shape.debugdraw = phys2d_dbgdrawcircle; init_phys2dshape(&new->shape, go, new); return new; } void phys2d_circledel(struct phys2d_circle *c) { phys2d_shape_del(&c->shape); } cpVect world2go(struct gameobject *go, cpVect worldpos) { cpTransform T = {0}; cpVect pos = cpBodyGetPosition(go->body); worldpos.x -= pos.x; worldpos.y -= pos.y; // worldpos.x /= go->scale; // worldpos.y /= go->scale; float angle = cpBodyGetAngle(go->body); T.a = go->flipx * cos(-angle) / go->scale; T.b = sin(-angle) / go->scale; T.c = -sin(-angle) / go->scale; T.d = go->flipy * cos(-angle) / go->scale; worldpos = cpTransformPoint(T,worldpos); return worldpos; } cpVect go2world(struct gameobject *go, cpVect gopos) { cpVect pos = cpBodyGetPosition(go->body); float angle = cpBodyGetAngle(go->body); cpTransform T = {0}; T.a = go->scale * go->flipx * cos(angle); T.b = sin(angle) * go->scale * go->flipx; T.c = -sin(angle) * go->scale * go->flipy; T.d = go->scale * go->flipy * cos(angle); T.tx = pos.x; T.ty = pos.y; return cpTransformPoint(T, gopos); } cpVect gotransformpoint(struct gameobject *go, cpVect point) { point.x *= go->scale * go->flipx; point.y *= go->scale * go->flipy; return point; } cpVect bodytransformpoint(cpBody *body, cpVect offset) { cpVect pos = cpBodyGetPosition(body); float d = sqrt(pow(offset.x, 2.f) + pow(offset.y, 2.f)); float a = atan2(offset.y, offset.x) + cpBodyGetAngle(body); pos.x += d*cos(a); pos.y += d*sin(a); return pos; } void phys2d_dbgdrawcpcirc(cpCircleShape *c) { cpVect pos = bodytransformpoint(cpShapeGetBody(c), cpCircleShapeGetOffset(c)); float radius = cpCircleShapeGetRadius(c); draw_circle(pos.x, pos.y, radius, 2, shape_color(c), 1); } void phys2d_dbgdrawcircle(struct phys2d_circle *circle) { phys2d_dbgdrawcpcirc((cpCircleShape *)circle->shape.shape); } void phys2d_applycircle(struct phys2d_circle *circle) { struct gameobject *go = id2go(circle->shape.go); float radius = circle->radius * go->scale; cpVect offset = gotransformpoint(go, circle->offset); cpCircleShapeSetRadius(circle->shape.shape, radius); cpCircleShapeSetOffset(circle->shape.shape, offset); } /************* BOX2D ************/ struct phys2d_box *Make2DBox(int 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; new->shape.go = go; phys2d_applybox(new); new->shape.debugdraw = phys2d_dbgdrawbox; return new; } cpTransform go2transform(struct gameobject *go, cpVect offset, float angle) { cpTransform T = {0}; T.a = cos(angle) * go->scale * go->flipx; T.b = -sin(angle) * go->scale * go->flipx; T.c = sin(angle) * go->scale * go->flipy; T.d = cos(angle) * go->scale * go->flipy; T.tx = offset.x * go->scale; T.ty = offset.y * go->scale; return T; } 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 = id2go(box->shape.go); cpVect off; off.x = box->offset[0]; off.y = box->offset[1]; cpTransform T = go2transform(id2go(box->shape.go), off, box->rotation); float hh = box->h / 2.f; float hw = box->w / 2.f; cpVect verts[4] = { { -hw, -hh }, { hw, -hh }, { hw, hh }, { -hw, hh } }; 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); float points[n * 2]; for (int i = 0; i < n; i++) points[i] = bodytransformpoint(cpShapeGetBody(box->shape.shape), cpPolyShapeGetVert(box->shape.shape, i)); draw_poly(points, n, shape_color(box->shape.shape)); } /************** POLYGON ************/ struct phys2d_poly *Make2DPoly(int 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(id2go(go)->body, 0, new->points, new->radius)); new->shape.debugdraw = phys2d_dbgdrawpoly; init_phys2dshape(&new->shape, go, new); return new; } 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, cpvzero); } void phys2d_poly_setverts(struct phys2d_poly *poly, cpVect *verts) { if (!verts) return; arrfree(poly->points); poly->points = verts; phys2d_applypoly(poly); } void phys2d_applypoly(struct phys2d_poly *poly) { if (arrlen(poly->points) <= 0) return; struct gameobject *go = id2go(poly->shape.go); cpTransform T = go2transform(go, cpvzero, 0); cpPolyShapeSetVerts(poly->shape.shape, arrlen(poly->points), poly->points, T); cpPolyShapeSetRadius(poly->shape.shape, poly->radius); cpSpaceReindexShapesForBody(space, cpShapeGetBody(poly->shape.shape)); } void phys2d_dbgdrawpoly(struct phys2d_poly *poly) { float *color = shape_color(poly->shape.shape); int n = arrlen(poly->points); if (arrlen(poly->points) >= 3) { int n = cpPolyShapeGetCount(poly->shape.shape); float points[n * 2]; for (int i = 0; i < n; i++) points[i*2] = bodytransformpoint(cpShapeGetBody(poly->shape.shape), cpPolyShapeGetVert(poly->shape.shape, i)); draw_poly(points, n, color); } } /****************** EDGE 2D**************/ struct phys2d_edge *Make2DEdge(int 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; phys2d_applyedge(new); return new; } void phys2d_edgedel(struct phys2d_edge *edge) { phys2d_shape_del(&edge->shape); } void phys2d_edgeaddvert(struct phys2d_edge *edge) { arrput(edge->points, cpvzero); if (arrlen(edge->points) > 1) arrput(edge->shapes, cpSpaceAddShape(space, cpSegmentShapeNew(id2go(edge->shape.go)->body, cpvzero, cpvzero, edge->thickness))); phys2d_applyedge(edge); } void phys2d_edge_rmvert(struct phys2d_edge *edge, int index) { assert(arrlen(edge->points) > index && index >= 0); arrdel(edge->points, index); if (arrlen(edge->points) == 0) return; if (index == 0) { cpSpaceRemoveShape(space, edge->shapes[index]); arrdel(edge->shapes, index); phys2d_applyedge(edge); return; } if (index != arrlen(edge->points)) { cpSegmentShapeSetEndpoints(edge->shapes[index-1], edge->points[index-1], edge->points[index]); } cpSpaceRemoveShape(space, edge->shapes[index-1]); arrdel(edge->shapes, index-1); phys2d_applyedge(edge); } void phys2d_edge_setvert(struct phys2d_edge *edge, int index, cpVect val) { assert(arrlen(edge->points) > index && index >= 0); edge->points[index] = val; 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, cpVect *verts) { for (int i = 0; i < arrlen(verts); i++) { phys2d_edgeaddvert(edge); phys2d_edge_setvert(edge, i, verts[i]); } } void phys2d_applyedge(struct phys2d_edge *edge) { struct gameobject *go = id2go(edge->shape.go); for (int i = 0; i < arrlen(edge->shapes); i++) { cpVect a = gotransformpoint(go, edge->points[i]); cpVect b = gotransformpoint(go, edge->points[i+1]); cpSegmentShapeSetEndpoints(edge->shapes[i], a, b); cpSegmentShapeSetRadius(edge->shapes[i], edge->thickness); go_shape_apply(NULL, edge->shapes[i], go); cpShapeSetUserData(edge->shapes[i], &edge->shape); } cpSpaceReindexShapesForBody(space, id2go(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; cpVect drawpoints[arrlen(edge->points)]; struct gameobject *go = id2go(edge->shape.go); for (int i = 0; i < arrlen(edge->points); i++) { drawpoints[i] = gotransformpoint(go, edge->points[i]); drawpoints[i] = bodytransformpoint(cpShapeGetBody(edge->shapes[0]), drawpoints[i]); } draw_edge(drawpoints, arrlen(edge->points), shape_color(edge->shapes[0]), edge->thickness*2); 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); YughInfo("Setting shape %d sensor to %d", i, sensor); } } else cpShapeSetSensor(shape->shape, sensor); } int shape_get_sensor(struct phys2d_shape *shape) { if (!shape->shape) { return cpShapeGetSensor(((struct phys2d_edge *)(shape->data))->shapes[0]); } return cpShapeGetSensor(shape->shape); } void phys2d_reindex_body(cpBody *body) { cpSpaceReindexShapesForBody(space, body); } void register_collide(void *sym) { } void duk_call_phys_cb(cpArbiter *arb, struct callee c, int hit) { duk_push_heapptr(duk, c.fn); duk_push_heapptr(duk, c.obj); int obj = duk_push_object(duk); vect2duk(cpArbiterGetNormal(arb)); duk_put_prop_literal(duk, obj, "normal"); duk_push_int(duk, hit); duk_put_prop_literal(duk, obj, "hit"); duk_call_method(duk, 1); duk_pop(duk); } static cpBool script_phys_cb_begin(cpArbiter *arb, cpSpace *space, void *data) { cpBody *body1; cpBody *body2; cpArbiterGetBodies(arb, &body1, &body2); cpShape *shape1; cpShape *shape2; cpArbiterGetShapes(arb, &shape1, &shape2); int g1 = cpBodyGetUserData(body1); int g2 = cpBodyGetUserData(body2); struct gameobject *go = id2go(g1); for (int i = 0; i < arrlen(go->shape_cbs); i++) { if (go->shape_cbs[i].shape != shape1) continue; duk_call_phys_cb(arb, go->shape_cbs[i].cbs.begin, g2); } duk_call_phys_cb(arb, go->cbs.begin, g2); return 1; } void phys2d_add_handler_type(int cmd, int go, struct callee c) { cpCollisionHandler *handler = cpSpaceAddWildcardHandler(space, go); handler->userData = go; switch (cmd) { case 0: handler->beginFunc = script_phys_cb_begin; id2go(go)->cbs.begin = c; break; case 1: break; case 2: break; case 3: //handler->separateFunc = s7_phys_cb_separate; //go->cbs->separate = cb; break; } }