462 lines
12 KiB
C
462 lines
12 KiB
C
#include "2dphysics.h"
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#include "gameobject.h"
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#include <string.h>
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#include "mathc.h"
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#include "nuke.h"
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#include "debugdraw.h"
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#include "gameobject.h"
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#include <math.h>
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#include <chipmunk/chipmunk_unsafe.h>
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cpBody *ballBody = NULL;
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cpSpace *space = NULL;
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float phys2d_gravity = -50.f;
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void phys2d_init()
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{
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space = cpSpaceNew();
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cpSpaceSetGravity(space, cpv(0, phys2d_gravity));
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}
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void phys2d_update(float deltaT)
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{
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cpSpaceStep(space, deltaT);
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}
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void phys2d_apply()
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{
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cpSpaceSetGravity(space, cpv(0, phys2d_gravity));
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}
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void phys2d_shape_apply(struct phys2d_shape *shape)
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{
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cpShapeSetFriction(shape->shape, shape->go->f);
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cpShapeSetElasticity(shape->shape, shape->go->e);
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}
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void init_phys2dshape(struct phys2d_shape *shape, struct mGameObject *go)
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{
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shape->go = go;
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phys2d_shape_apply(shape);
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}
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void phys2d_shape_del(struct phys2d_shape *shape)
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{
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cpSpaceRemoveShape(space, shape->shape);
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}
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struct phys2d_circle *Make2DCircle(struct mGameObject *go)
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{
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struct phys2d_circle *new = malloc(sizeof(struct phys2d_circle));
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new->radius = 10.f;
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new->offset[0] = 0.f;
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new->offset[1] = 0.f;
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phys2d_circleinit(new, go);
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return new;
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}
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void phys2d_circleinit(struct phys2d_circle *circle, struct mGameObject *go)
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{
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printf("Initing a circle\n");
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circle->shape.shape = cpSpaceAddShape(space, cpCircleShapeNew(go->body, circle->radius, cpvzero));
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init_phys2dshape(&circle->shape, go);
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}
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void phys2d_circledel(struct phys2d_circle *c)
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{
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phys2d_shape_del(&c->shape);
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}
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void circle_gui(struct phys2d_circle *circle)
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{
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nk_property_float(ctx, "Radius", 1.f, &circle->radius, 10000.f, 1.f, 1.f);
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nk_property_float2(ctx, "Offset", 0.f, circle->offset, 1.f, 0.01f, 0.01f);
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phys2d_applycircle(circle);
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}
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void phys2d_dbgdrawcircle(struct phys2d_circle *circle)
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{
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cpVect p = cpBodyGetPosition(circle->shape.go->body);
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cpVect o = cpCircleShapeGetOffset(circle->shape.shape);
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float d = sqrt(pow(o.x, 2.f) + pow(o.y, 2.f));
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float a = atan2(o.y, o.x) + cpBodyGetAngle(circle->shape.go->body);
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draw_circle(p.x + (d * cos(a)), p.y + (d * sin(a)), cpCircleShapeGetRadius(circle->shape.shape), 1);
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}
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struct phys2d_segment *Make2DSegment(struct mGameObject *go)
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{
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struct phys2d_segment *new = malloc(sizeof(struct phys2d_segment));
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new->thickness = 1.f;
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new->a[0] = 0.f;
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new->a[1] = 0.f;
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new->b[0] = 0.f;
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new->b[1] = 0.f;
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phys2d_seginit(new, go);
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return new;
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}
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void phys2d_seginit(struct phys2d_segment *seg, struct mGameObject *go)
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{
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seg->shape.shape = cpSpaceAddShape(space, cpSegmentShapeNew(go->body, cpvzero, cpvzero, seg->thickness));
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init_phys2dshape(&seg->shape, go);
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}
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void phys2d_segdel(struct phys2d_segment *seg)
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{
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phys2d_shape_del(&seg->shape);
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}
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void segment_gui(struct phys2d_segment *seg)
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{
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nk_property_float2(ctx, "a", 0.f, seg->a, 1.f, 0.01f, 0.01f);
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nk_property_float2(ctx, "b", 0.f, seg->b, 1.f, 0.01f, 0.01f);
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phys2d_applyseg(seg);
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}
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struct phys2d_box *Make2DBox(struct mGameObject *go)
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{
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struct phys2d_box *new = malloc(sizeof(struct phys2d_box));
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new->w = 50.f;
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new->h = 50.f;
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new->r = 0.f;
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new->offset[0] = 0.f;
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new->offset[1] = 0.f;
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phys2d_boxinit(new, go);
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return new;
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}
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void phys2d_boxinit(struct phys2d_box *box, struct mGameObject *go)
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{
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box->shape.shape =
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cpSpaceAddShape(space,
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cpBoxShapeNew(go->body, box->w, box->h, box->r));
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init_phys2dshape(&box->shape, go);
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phys2d_applybox(box);
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}
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void phys2d_boxdel(struct phys2d_box *box)
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{
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phys2d_shape_del(&box->shape);
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}
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void box_gui(struct phys2d_box *box)
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{
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nk_property_float(ctx, "Width", 0.f, &box->w, 1000.f, 1.f, 1.f);
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nk_property_float(ctx, "Height", 0.f, &box->h, 1000.f, 1.f, 1.f);
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nk_property_float2(ctx, "Offset", 0.f, &box->offset, 1.f, 0.01f, 0.01f);
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phys2d_applybox(box);
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}
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struct phys2d_poly *Make2DPoly(struct mGameObject *go)
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{
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struct phys2d_poly *new = malloc(sizeof(struct phys2d_poly));
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new->n = 0;
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new->points = NULL;
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new->radius = 0.f;
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phys2d_polyinit(new, go);
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return new;
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}
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void phys2d_polyinit(struct phys2d_poly *poly, struct mGameObject *go)
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{
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cpTransform T = { 0 };
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poly->shape.shape =
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cpSpaceAddShape(space,
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cpPolyShapeNew(go->body, 0, NULL, T,
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poly->radius));
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init_phys2dshape(&poly->shape, go);
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phys2d_applypoly(poly);
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}
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void phys2d_polydel(struct phys2d_poly *poly)
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{
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phys2d_shape_del(&poly->shape);
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}
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void phys2d_polyaddvert(struct phys2d_poly *poly)
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{
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poly->n++;
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float *oldpoints = poly->points;
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poly->points = calloc(2 * poly->n, sizeof(float));
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memcpy(poly->points, oldpoints, sizeof(float) * 2 * (poly->n - 1));
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free(oldpoints);
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}
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void poly_gui(struct phys2d_poly *poly)
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{
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if (nk_button_label(ctx, "Add Poly Vertex")) phys2d_polyaddvert(poly);
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for (int i = 0; i < poly->n; i++) {
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nk_property_float2(ctx, "#P", 0.f, &poly->points[i*2], 1.f, 0.1f, 0.1f);
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}
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nk_property_float(ctx, "Radius", 0.01f, &poly->radius, 1000.f, 1.f, 0.1f);
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phys2d_applypoly(poly);
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}
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struct phys2d_edge *Make2DEdge(struct mGameObject *go)
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{
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struct phys2d_edge *new = malloc(sizeof(struct phys2d_edge));
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new->n = 2;
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new->points = calloc(2 * 2, sizeof(float));
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new->thickness = 0.f;
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new->shapes = malloc(sizeof(cpShape *));
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phys2d_edgeinit(new, go);
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return new;
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}
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void phys2d_edgeinit(struct phys2d_edge *edge, struct mGameObject *go)
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{
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edge->shapes[0] =
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cpSpaceAddShape(space,
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cpSegmentShapeNew(go->body, cpvzero, cpvzero,
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edge->thickness));
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edge->shape.go = go;
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phys2d_edgeshapeapply(&edge->shape, edge->shapes[0]);
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phys2d_applyedge(edge);
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}
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void phys2d_edgedel(struct phys2d_edge *edge)
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{
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phys2d_shape_del(&edge->shape);
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}
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void phys2d_edgeshapeapply(struct phys2d_shape *mshape, cpShape * shape)
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{
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cpShapeSetFriction(shape, mshape->go->f);
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cpShapeSetElasticity(shape, mshape->go->e);
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}
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void phys2d_edgeaddvert(struct phys2d_edge *edge)
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{
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edge->n++;
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float *oldp = edge->points;
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edge->points = calloc(edge->n * 2, sizeof(float));
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memcpy(edge->points, oldp, sizeof(float) * 2 * (edge->n - 1));
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cpShape **oldshapes = edge->shapes;
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edge->shapes = malloc(sizeof(cpShape *) * (edge->n - 1));
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memcpy(edge->shapes, oldshapes, sizeof(cpShape *) * (edge->n - 2));
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cpVect a =
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{ edge->points[(edge->n - 2) * 2],
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edge->points[(edge->n - 2) * 2 + 1] };
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cpVect b =
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{ edge->points[(edge->n - 1) * 2],
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edge->points[(edge->n - 1) * 2 + 1] };
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edge->shapes[edge->n - 2] =
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cpSpaceAddShape(space,
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cpSegmentShapeNew(edge->shape.go->body, a, b,
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edge->thickness));
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phys2d_edgeshapeapply(&edge->shape, edge->shapes[edge->n - 2]);
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free(oldp);
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free(oldshapes);
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}
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void edge_gui(struct phys2d_edge *edge)
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{
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if (nk_button_label(ctx, "Add Edge Vertex")) phys2d_edgeaddvert(edge);
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for (int i = 0; i < edge->n; i++) {
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//ImGui::PushID(i);
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nk_property_float2(ctx, "E", 0.f, &edge->points[i*2], 1.f, 0.01f, 0.01f);
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//ImGui::PopID();
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}
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nk_property_float(ctx, "Thickness", 0.01f, &edge->thickness, 1.f, 0.01f, 0.01f);
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phys2d_applyedge(edge);
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}
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void phys2d_applycircle(struct phys2d_circle *circle)
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{
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float radius = circle->radius * circle->shape.go->scale;
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float s = circle->shape.go->scale;
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cpVect offset = { circle->offset[0] * s, circle->offset[1] * s };
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cpCircleShapeSetRadius(circle->shape.shape, radius);
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cpCircleShapeSetOffset(circle->shape.shape, offset);
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cpBodySetMoment(circle->shape.go->body,
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cpMomentForCircle(circle->shape.go->mass, 0, radius,
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offset));
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}
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void phys2d_applyseg(struct phys2d_segment *seg)
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{
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float s = seg->shape.go->scale;
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cpVect a = { seg->a[0] * s, seg->a[1] * s };
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cpVect b = { seg->b[0] * s, seg->b[1] * s };
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cpSegmentShapeSetEndpoints(seg->shape.shape, a, b);
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cpSegmentShapeSetRadius(seg->shape.shape, seg->thickness * s);
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}
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void phys2d_applybox(struct phys2d_box *box)
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{
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float s = box->shape.go->scale;
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cpTransform T = { 0 };
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T.a = s;
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T.d = s;
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T.tx = box->offset[0] * s;
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T.ty = box->offset[1] * s;
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float hh = box->h / 2.f;
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float hw = box->w / 2.f;
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cpVect verts[4] =
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{ { -hw, -hh }, { hw, -hh }, { hw, hh }, { -hw, hh } };
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cpPolyShapeSetVerts(box->shape.shape, 4, verts, T);
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cpPolyShapeSetRadius(box->shape.shape, box->r);
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}
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void phys2d_applypoly(struct phys2d_poly *poly)
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{
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cpVect verts[poly->n];
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for (int i = 0; i < poly->n; i++) {
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verts[i].x = poly->points[i * 2];
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verts[i].y = poly->points[i * 2 + 1];
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}
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CP_CONVEX_HULL(poly->n, verts, hullCount, hullVerts);
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float s = poly->shape.go->scale;
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cpTransform T = { 0 };
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T.a = s;
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T.d = s;
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cpPolyShapeSetVerts(poly->shape.shape, hullCount, hullVerts, T);
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cpPolyShapeSetRadius(poly->shape.shape, poly->radius);
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}
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void phys2d_applyedge(struct phys2d_edge *edge)
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{
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float s = edge->shape.go->scale;
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for (int i = 0; i < edge->n - 1; i++) {
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cpVect a =
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{ edge->points[i * 2] * s, edge->points[i * 2 + 1] * s };
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cpVect b =
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{ edge->points[i * 2 + 2] * s, edge->points[i * 2 + 3] * s };
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cpSegmentShapeSetEndpoints(edge->shapes[i], a, b);
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cpSegmentShapeSetRadius(edge->shapes[i], edge->thickness);
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}
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}
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void phys2d_dbgdrawseg(struct phys2d_segment *seg)
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{
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cpVect p = cpBodyGetPosition(seg->shape.go->body);
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cpVect a = cpSegmentShapeGetA(seg->shape.shape);
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cpVect b = cpSegmentShapeGetB(seg->shape.shape);
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float angle = cpBodyGetAngle(seg->shape.go->body);
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float ad = sqrt(pow(a.x, 2.f) + pow(a.y, 2.f));
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float bd = sqrt(pow(b.x, 2.f) + pow(b.y, 2.f));
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float aa = atan2(a.y, a.x) + angle;
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float ba = atan2(b.y, b.x) + angle;
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draw_line(ad * cos(aa) + p.x, ad * sin(aa) + p.y, bd * cos(ba) + p.x,
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bd * sin(ba) + p.y);
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}
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void phys2d_dbgdrawbox(struct phys2d_box *box)
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{
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int n = cpPolyShapeGetCount(box->shape.shape);
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cpVect b = cpBodyGetPosition(box->shape.go->body);
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float angle = cpBodyGetAngle(box->shape.go->body);
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float points[n * 2];
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for (int i = 0; i < n; i++) {
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cpVect p = cpPolyShapeGetVert(box->shape.shape, i);
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float d = sqrt(pow(p.x, 2.f) + pow(p.y, 2.f));
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float a = atan2(p.y, p.x) + angle;
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points[i * 2] = d * cos(a) + b.x;
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points[i * 2 + 1] = d * sin(a) + b.y;
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}
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draw_poly(points, n);
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}
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void phys2d_dbgdrawpoly(struct phys2d_poly *poly)
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{
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cpVect b = cpBodyGetPosition(poly->shape.go->body);
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float angle = cpBodyGetAngle(poly->shape.go->body);
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float s = poly->shape.go->scale;
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for (int i = 0; i < poly->n; i++) {
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float d =
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sqrt(pow(poly->points[i * 2] * s, 2.f) +
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pow(poly->points[i * 2 + 1] * s, 2.f));
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float a =
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atan2(poly->points[i * 2 + 1], poly->points[i * 2]) + angle;
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draw_point(b.x + d * cos(a), b.y + d * sin(a), 3);
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}
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if (poly->n >= 3) {
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int n = cpPolyShapeGetCount(poly->shape.shape);
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float points[n * 2];
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for (int i = 0; i < n; i++) {
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cpVect p = cpPolyShapeGetVert(poly->shape.shape, i);
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float d = sqrt(pow(p.x, 2.f) + pow(p.y, 2.f));
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float a = atan2(p.y, p.x) + angle;
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points[i * 2] = d * cos(a) + b.x;
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points[i * 2 + 1] = d * sin(a) + b.y;
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}
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draw_poly(points, n);
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}
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}
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void phys2d_dbgdrawedge(struct phys2d_edge *edge)
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{
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cpVect p = cpBodyGetPosition(edge->shape.go->body);
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float s = edge->shape.go->scale;
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float angle = cpBodyGetAngle(edge->shape.go->body);
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for (int i = 0; i < edge->n; i++) {
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float d =
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sqrt(pow(edge->points[i * 2] * s, 2.f) +
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pow(edge->points[i * 2 + 1] * s, 2.f));
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float a =
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atan2(edge->points[i * 2 + 1], edge->points[i * 2]) + angle;
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draw_point(p.x + d * cos(a), p.y + d * sin(a), 3);
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}
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for (int i = 0; i < edge->n - 1; i++) {
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cpVect a = cpSegmentShapeGetA(edge->shapes[i]);
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cpVect b = cpSegmentShapeGetB(edge->shapes[i]);
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float ad = sqrt(pow(a.x, 2.f) + pow(a.y, 2.f));
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float bd = sqrt(pow(b.x, 2.f) + pow(b.y, 2.f));
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float aa = atan2(a.y, a.x) + angle;
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float ba = atan2(b.y, b.x) + angle;
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draw_line(ad * cos(aa) + p.x, ad * sin(aa) + p.y,
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bd * cos(ba) + p.x, bd * sin(ba) + p.y);
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}
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}
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