prosperon/source/engine/2dphysics.c
2023-03-13 14:27:32 +00:00

741 lines
18 KiB
C

#include "2dphysics.h"
#include "gameobject.h"
#include <string.h>
#include "mathc.h"
#include "nuke.h"
#include "debug.h"
#include "debugdraw.h"
#include "gameobject.h"
#include <math.h>
#include <chipmunk/chipmunk_unsafe.h>
#include "stb_ds.h"
#include <assert.h>
#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};
unsigned int category_masks[32];
void set_cat_mask(int cat, unsigned int mask)
{
category_masks[cat] = mask;
}
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 *phys2d_query_shape(struct phys2d_shape *shape)
{
if (qhits) arrfree(qhits);
cpSpaceShapeQuery(space, shape->shape, querylist, NULL);
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;
new->shape.moi = phys2d_circle_moi;
init_phys2dshape(&new->shape, go, new);
return new;
}
float phys2d_circle_moi(struct phys2d_circle *c, float m)
{
return cpMomentForCircle(m, 0, c->radius, c->offset);
}
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;
new->shape.moi = phys2d_box_moi;
return new;
}
float phys2d_box_moi(struct phys2d_box *box, float m)
{
return cpMomentForBox(m, box->w, box->h);
}
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++) {
cpVect p = bodytransformpoint(cpShapeGetBody(box->shape.shape), cpPolyShapeGetVert(box->shape.shape, i));
points[i*2] = p.x;
points[i*2+1] = p.y;
}
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;
new->shape.moi = phys2d_poly_moi;
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 (moi <= 0) {
YughError("Polygon MOI is negative. Returning one;");
return 1;
}
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, 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++) {
cpVect p = bodytransformpoint(cpShapeGetBody(poly->shape.shape), cpPolyShapeGetVert(poly->shape.shape, i));
points[i*2] = p.x;
points[i*2+1] = p.y;
}
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;
new->shape.moi = phys2d_edge_moi;
new->shape.shape = NULL;
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], edge->points[i+1], edge->thickness);
return moi;
}
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]);
cpShapeFree(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]);
cpShapeFree(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->data, CP_SHAPE_FILTER_ALL);
else
cpShapeSetFilter(shape->data, 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) {
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) {
}
struct hit_call {
cpVect norm;
struct callee c;
int hit;
};
struct hit_call *frame_hits;
void duk_call_phys_cb(cpVect norm, struct callee c, int hit)
{
duk_push_heapptr(duk, c.fn);
duk_push_heapptr(duk, c.obj);
int obj = duk_push_object(duk);
vect2duk(norm);
duk_put_prop_literal(duk, obj, "normal");
duk_push_int(duk, hit);
duk_put_prop_literal(duk, obj, "hit");
/* vect2duk(cpArbiterGetSurfaceVelocity(arb));
duk_put_prop_literal(duk, obj, "velocity");
*/
duk_call_method(duk,1);
// if (duk_pcall_method(duk, 1))
// duk_run_err();
duk_pop(duk);
}
void push_phys_cb(cpVect norm, struct callee c, int hit)
{
struct hit_call newhit;
newhit.norm = norm;
newhit.c = c;
newhit.hit = hit;
arrpush(frame_hits, newhit);
}
void fire_hits()
{
if (arrlen(frame_hits) == 0) return;
for (int i = 0; i < arrlen(frame_hits); i++)
duk_call_phys_cb(frame_hits[i].norm, frame_hits[i].c, frame_hits[i].hit);
arrfree(frame_hits);
}
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);
struct gameobject *go2 = id2go(g2);
struct phys2d_shape *pshape1 = cpShapeGetUserData(shape1);
struct phys2d_shape *pshape2 = cpShapeGetUserData(shape2);
cpVect norm1 = cpArbiterGetNormal(arb);
cpVect vel1 = cpArbiterGetSurfaceVelocity(arb);
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, g2);
if (go->cbs.begin.obj)
duk_call_phys_cb(norm1, go->cbs.begin, g2);
return 1;
}
void phys2d_rm_go_handlers(int go)
{
cpCollisionHandler *handler = cpSpaceAddWildcardHandler(space, go);
handler->userData = NULL;
handler->beginFunc = NULL;
handler->separateFunc = NULL;
}
void phys2d_setup_handlers(int go)
{
cpCollisionHandler *handler = cpSpaceAddWildcardHandler(space, go);
handler->userData = go;
handler->beginFunc = script_phys_cb_begin;
}
void phys2d_add_handler_type(int cmd, int go, struct callee c) {
switch (cmd) {
case 0:
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;
}
}