92 lines
2.6 KiB
C
92 lines
2.6 KiB
C
#include "2dphysics.h"
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#include "gameobject.h"
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#include "stb_ds.h"
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#include "jsffi.h"
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cpSpace *space = NULL;
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static JSValue *fns = NULL;
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static JSValue *hits = NULL;
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void phys2d_init()
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{
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space = cpSpaceNew();
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}
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void phys2d_update(float deltaT) {
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cpSpaceStep(space, deltaT);
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arrsetlen(fns,0);
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arrsetlen(hits,0);
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}
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JSValue arb2js(cpArbiter *arb)
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{
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cpBody *body1;
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cpBody *body2;
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cpArbiterGetBodies(arb, &body1, &body2);
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cpShape *shape1;
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cpShape *shape2;
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cpArbiterGetShapes(arb, &shape1, &shape2);
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JSValue j = cpShape2js(shape2);
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JSValue jg = body2go(body2)->ref;
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HMM_Vec2 srfv;
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srfv.cp = cpArbiterGetSurfaceVelocity(arb);
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JSValue obj = JS_NewObject(js);
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JS_SetPropertyStr(js, obj, "normal", vec22js((HMM_Vec2)cpArbiterGetNormal(arb)));
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JS_SetPropertyStr(js, obj, "obj", JS_DupValue(js,jg));
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JS_SetPropertyStr(js, obj, "shape", JS_DupValue(js, j));
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JS_SetPropertyStr(js, obj, "point", vec22js((HMM_Vec2)cpArbiterGetPointA(arb, 0)));
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JS_SetPropertyStr(js, obj, "velocity", vec22js(srfv));
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JS_SetPropertyStr(js, obj, "impulse", vec22js((HMM_Vec2)cpArbiterTotalImpulse(arb)));
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JS_SetPropertyStr(js, obj, "ke", number2js(cpArbiterTotalKE(arb)));
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return obj;
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}
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void phys_run_post(cpSpace *space, JSValue *fn, JSValue *hit)
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{
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script_call_sym(*fn, 1, hit);
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JS_FreeValue(js, *hit);
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JS_FreeValue(js, *fn);
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}
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void register_hit(cpArbiter *arb, gameobject *go, const char *name)
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{
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if (JS_IsUndefined(go->ref)) return;
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JSValue cb = JS_GetPropertyStr(js, go->ref, name);
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if (!JS_IsUndefined(cb)) {
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JSValue jarb = arb2js(arb);
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arrput(fns, JS_DupValue(js,cb));
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arrput(hits, jarb);
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cpSpaceAddPostStepCallback(space, phys_run_post, fns+arrlen(fns)-1, hits+arrlen(hits)-1);
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}
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cpShape *s1, *s2;
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cpArbiterGetShapes(arb, &s1, &s2);
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JSValue j1 = cpShape2js(s1);
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JSValue j2 = cpShape2js(s2);
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cb = JS_GetPropertyStr(js, j1, name);
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if (!JS_IsUndefined(cb)) {
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JSValue jarb = arb2js(arb);
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arrput(fns, JS_DupValue(js,cb));
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arrput(hits, jarb);
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cpSpaceAddPostStepCallback(space, phys_run_post, fns+arrlen(fns)-1, hits+arrlen(hits)-1);
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}
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}
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int script_phys_cb_begin(cpArbiter *arb, cpSpace *space, gameobject *go) { register_hit(arb, go, "collide"); return 1; }
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void script_phys_cb_separate(cpArbiter *arb, cpSpace *space, gameobject *go) { register_hit(arb, go, "separate"); }
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void phys2d_setup_handlers(gameobject *go) {
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cpCollisionHandler *handler = cpSpaceAddWildcardHandler(space, (cpCollisionType)go);
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handler->userData = go;
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handler->beginFunc = script_phys_cb_begin;
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handler->separateFunc = script_phys_cb_separate;
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}
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