prosperon/source/engine/2dphysics.h

121 lines
3.8 KiB
C

#ifndef TWODPHYSICS_H
#define TWODPHYSICS_H
#include "script.h"
#include <chipmunk/chipmunk.h>
#include "gameobject.h"
#include "render.h"
#include "transform.h"
extern float phys2d_gravity;
extern int physOn;
extern cpSpace *space;
extern struct rgba disabled_color;
extern struct rgba dynamic_color;
extern struct rgba kinematic_color;
extern struct rgba static_color;
extern struct rgba sleep_color;
struct phys2d_shape {
cpShape *shape;
transform2d t;
gameobject *go;
void *data; /* The specific subtype; phys2d_circle, etc */
void (*debugdraw)(void *data);
float (*moi)(void *data, float mass);
void (*apply)(void *data);
void (*free)(void *data);
};
/* Circles are the fastest colldier type */
struct phys2d_circle {
float radius;
HMM_Vec2 offset;
struct phys2d_shape shape;
};
/* A convex polygon; defined as the convex hull around the given set of points */
struct phys2d_poly {
HMM_Vec2 *points;
transform2d t;
float radius;
struct phys2d_shape shape;
};
/* An edge with no volume. Cannot collide with each other. Join to make levels. Static only. */
struct phys2d_edge {
HMM_Vec2 *points; /* Points defined relative to the gameobject */
float thickness;
cpShape **shapes;
struct phys2d_shape shape;
int draws;
};
struct phys2d_circle *Make2DCircle(gameobject *go);
void phys2d_circledel(struct phys2d_circle *c);
void phys2d_applycircle(struct phys2d_circle *circle);
void phys2d_dbgdrawcircle(struct phys2d_circle *circle);
float phys2d_circle_moi(struct phys2d_circle *c, float m);
struct phys2d_poly *Make2DPoly(gameobject *go);
void phys2d_poly_free(struct phys2d_poly *poly);
void phys2d_polydel(struct phys2d_poly *poly);
void phys2d_applypoly(struct phys2d_poly *poly);
void phys2d_dbgdrawpoly(struct phys2d_poly *poly);
void phys2d_polyaddvert(struct phys2d_poly *poly);
void phys2d_poly_setverts(struct phys2d_poly *poly, HMM_Vec2 *verts);
float phys2d_poly_moi(struct phys2d_poly *poly, float m);
struct phys2d_edge *Make2DEdge(gameobject *go);
void phys2d_edge_free(struct phys2d_edge *edge);
void phys2d_edgedel(struct phys2d_edge *edge);
void phys2d_applyedge(struct phys2d_edge *edge);
void phys2d_dbgdrawedge(struct phys2d_edge *edge);
void phys2d_edgeaddvert(struct phys2d_edge *edge, HMM_Vec2 v);
void phys2d_edge_rmvert(struct phys2d_edge *edge, int index);
float phys2d_edge_moi(struct phys2d_edge *edge, float m);
void phys2d_edge_setvert(struct phys2d_edge *edge, int index, cpVect val);
void phys2d_edge_clearverts(struct phys2d_edge *edge);
void phys2d_edge_rmvert(struct phys2d_edge *edge, int index);
void phys2d_edge_update_verts(struct phys2d_edge *edge, HMM_Vec2 *verts);
void phys2d_edge_addverts(struct phys2d_edge *edge, HMM_Vec2 *verts);
void phys2d_edge_set_sensor(struct phys2d_edge *edge, int sensor);
void phys2d_edge_set_enabled(struct phys2d_edge *edge, int enabled);
void phys2d_init();
void phys2d_update(float deltaT);
cpShape *phys2d_query_pos(cpVect pos);
gameobject **phys2d_query_box(HMM_Vec2 pos, HMM_Vec2 wh);
struct shape_cb {
struct phys2d_shape *shape;
struct phys_cbs cbs;
};
void fire_hits();
void phys2d_rm_go_handlers(gameobject *go);
void phys2d_set_gravity(cpVect v);
void shape_enabled(struct phys2d_shape *shape, int enabled);
int shape_is_enabled(struct phys2d_shape *shape);
void shape_set_sensor(struct phys2d_shape *shape, int sensor);
int shape_get_sensor(struct phys2d_shape *shape);
struct rgba shape_color_s(cpShape *shape);
void shape_gui(struct phys2d_shape *shape);
void phys2d_setup_handlers(gameobject *go);
gameobject **phys2d_query_shape(struct phys2d_shape *shape);
int *phys2d_query_box_points(HMM_Vec2 pos, HMM_Vec2 wh, HMM_Vec2 *points, int n);
void flush_collide_cbs();
void phys2d_reindex_body(cpBody *body);
extern unsigned int category_masks[32];
void set_cat_mask(int cat, unsigned int mask);
int phys2d_in_air(cpBody *body);
#endif