prosperon/source/engine/gameobject.h

93 lines
2.3 KiB
C

#ifndef GAMEOBJECT_H
#define GAMEOBJECT_H
#include <chipmunk/chipmunk.h>
#include "quickjs/quickjs.h"
#include "HandmadeMath.h"
#include "transform.h"
#include "script.h"
#define dag_rm(p,c) do{\
for (int i = arrlen(p->children)-1; i--; i >=0) {\
if (p->children[i] == c) { \
arrdelswap(p->children,i);\
c->parent=NULL;\
break;\
}}}while(0)
#define dag_set(p,c) do{\
arrpush(p->children,c);\
if(c->parent) dag_rm(c->parent,c);\
c->parent=p;\
}while(0)
#define dag_clip(p) do{\
if (p->parent)\
dag_rm(p->parent,p);\
}while(0)
struct gameobject {
cpBodyType bodytype;
cpBody *body; /* NULL if this object is dead; has 2d position and rotation, relative to global 0 */
HMM_Vec3 scale; /* local */
int next;
float mass;
float f; /* friction */
float e; /* elasticity */
float timescale;
float maxvelocity;
float maxangularvelocity;
int gravity;
HMM_Vec2 cgravity;
float damping;
unsigned int layer;
cpShapeFilter filter;
struct phys_cbs cbs;
struct shape_cb *shape_cbs;
JSValue ref;
HMM_Mat4 world;
transform2d t; /* The local transformation of this object */
float drawlayer;
};
typedef struct gameobject gameobject;
gameobject *MakeGameobject();
void gameobject_apply(gameobject *go);
void gameobject_free(gameobject *go);
void gameobjects_cleanup();
transform2d go2t(gameobject *go);
transform3d go2t3(gameobject *go);
HMM_Vec2 go2world(gameobject *go, HMM_Vec2 pos);
HMM_Vec2 world2go(gameobject *go, HMM_Vec2 pos);
HMM_Mat3 t_go2world(gameobject *go);
HMM_Mat3 t_world2go(gameobject *go);
HMM_Mat4 t3d_go2world(gameobject *go);
HMM_Mat4 t3d_world2go(gameobject *go);
HMM_Vec2 go_pos(gameobject *go);
HMM_Vec2 go_worldpos(gameobject *go);
//float go_angle(gameobject *go);
float go_worldangle(gameobject *go);
float go2angle(gameobject *go);
gameobject *body2go(cpBody *body);
gameobject *shape2go(cpShape *shape);
void go_shape_apply(cpBody *body, cpShape *shape, gameobject *go);
/* Tries a few methods to select a gameobject; if none is selected returns -1 */
gameobject *pos2gameobject(HMM_Vec2 pos);
void gameobject_move(gameobject *go, HMM_Vec2 vec);
void gameobject_rotate(gameobject *go, float as);
void gameobject_setangle(gameobject *go, float angle);
void gameobject_setpos(gameobject *go, cpVect vec);
void gameobject_draw_debug(gameobject *go);
void gameobject_draw_debugs();
#endif