391 lines
9.1 KiB
C
391 lines
9.1 KiB
C
#include "gameobject.h"
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#include "shader.h"
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#include "sprite.h"
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#include "2dphysics.h"
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#include "script.h"
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#include "input.h"
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#include <string.h>
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#include <chipmunk/chipmunk.h>
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#include "resources.h"
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#include "nuke.h"
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#include "log.h"
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#include "debugdraw.h"
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#include "stb_ds.h"
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struct gameobject *gameobjects = NULL;
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static int first = -1;
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const int nameBuf[MAXNAME] = { 0 };
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const int prefabNameBuf[MAXNAME] = { 0 };
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struct gameobject *get_gameobject_from_id(int id)
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{ if (id < 0) return NULL;
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return &gameobjects[id];
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}
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struct gameobject *id2go(int id) {
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if (id < 0) return NULL;
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return &gameobjects[id];
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}
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int id_from_gameobject(struct gameobject *go) {
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for (int i = 0; i < arrlen(gameobjects); i++) {
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if (&gameobjects[i] == go) return i;
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}
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return -1;
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}
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void gameobject_apply(struct gameobject *go)
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{
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cpBodySetType(go->body, go->bodytype);
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if (go->bodytype == CP_BODY_TYPE_DYNAMIC)
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cpBodySetMass(go->body, go->mass);
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}
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static void gameobject_setpickcolor(struct gameobject *go)
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{
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/*
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float r = ((go->editor.id & 0x000000FF) >> 0) / 255.f;
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float g = ((go->editor.id & 0x0000FF00) >> 8) / 255.f;
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float b = ((go->editor.id & 0x00FF0000) >> 16) / 255.f;
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go->editor.color[0] = r;
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go->editor.color[1] = g;
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go->editor.color[2] = b;
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*/
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}
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int MakeGameobject()
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{
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struct gameobject go = {
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.scale = 1.f,
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.bodytype = CP_BODY_TYPE_STATIC,
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.mass = 1.f,
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.next = -1
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};
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go.body = cpSpaceAddBody(space, cpBodyNew(go.mass, 1.f));
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int retid;
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if (first<0) {
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arrput(gameobjects, go);
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retid = arrlast(gameobjects).id = arrlen(gameobjects)-1;
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} else {
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retid = first;
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first = id2go(first)->next;
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*id2go(retid) = go;
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}
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cpBodySetUserData(go.body, retid);
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return retid;
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}
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void rm_body_shapes(cpBody *body, cpShape *shape, void *data) {
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struct phys2d_shape *s = cpShapeGetUserData(shape);
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free(s->data);
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cpSpaceRemoveShape(space, shape);
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cpShapeFree(shape);
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}
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/* Really more of a "mark for deletion" ... */
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void gameobject_delete(int id)
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{
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id2go(id)->next = first;
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first = id;
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}
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void gameobject_clean(int id) {
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struct gameobject *go = id2go(id);
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cpBodyEachShape(go->body, rm_body_shapes, NULL);
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cpSpaceRemoveBody(space, go->body);
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cpBodyFree(go->body);
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go->body = NULL;
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}
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void gameobjects_cleanup() {
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int clean = first;
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while (clean > 0 && id2go(clean)->body) {
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gameobject_clean(clean);
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clean = id2go(clean)->next;
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}
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}
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void gameobject_save(struct gameobject *go, FILE * file)
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{
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/*
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fwrite(go, sizeof(*go), 1, file);
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YughInfo("Number of components is %d.", arrlen(go->components));
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int n = arrlen(go->components);
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fwrite(&n, sizeof(n), 1, file);
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for (int i = 0; i < n; i++) {
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fwrite(&go->components[i].id, sizeof(int), 1, file);
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if (go->components[i].io == NULL)
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fwrite(go->components[i].data, go->components[i].datasize, 1, file);
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else
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go->components[i].io(go->components[i].data, file, 0);
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}
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*/
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}
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int gameobject_makefromprefab(char *path)
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{
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/*
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FILE *fprefab = fopen(path, "rb");
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if (fprefab == NULL) {
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YughError("Could not find prefab %s.", path);
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return -1;
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}
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struct gameobject *new = get_gameobject_from_id(MakeGameobject());
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fread(new, sizeof(*new), 1, fprefab);
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new->components = NULL;
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gameobject_init(new, fprefab);
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fclose(fprefab);
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arrlast(gameobjects).editor.id = arrlen(gameobjects)-1;
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return arrlen(gameobjects)-1;
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*/
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}
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void gameobject_init(struct gameobject *go, FILE * fprefab)
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{
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/*
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go->body = cpSpaceAddBody(space, cpBodyNew(go->mass, 1.f));
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cpBodySetType(go->body, go->bodytype);
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cpBodySetUserData(go->body, go);
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int comp_n;
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fread(&comp_n, sizeof(int), 1, fprefab);
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arrfree(go->components);
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int n;
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for (int i = 0; i < comp_n; i++) {
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fread(&n, sizeof(int), 1, fprefab);
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arrput(go->components, components[n]);
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struct component *newc = &arrlast(go->components);
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newc->go = go;
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newc->data = newc->make(newc->go);
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if (newc->io == NULL)
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fread(newc->data, newc->datasize, 1, fprefab);
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else
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newc->io(newc->data, fprefab, 1);
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newc->init(newc->data, go);
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}
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*/
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}
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void gameobject_saveprefab(struct gameobject *go)
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{
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/*
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char prefabfname[60] = { '\0' };
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strncat(prefabfname, go->editor.prefabName, MAXNAME);
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strncat(prefabfname, EXT_PREFAB, 10);
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FILE *pfile = fopen(prefabfname, "wb+");
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gameobject_save(go, pfile);
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fclose(pfile);
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findPrefabs();
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*/
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}
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void gameobject_syncprefabs(char *revertPath)
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{
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/*
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struct gameobject **go = objects;
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int i = 0;
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while(i != nobjects) {
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if ((*go)->editor.curPrefabPath && !strcmp((*go)->editor.curPrefabPath, revertPath)) { ; }//objectRevertPrefab(go); //TODO: revertprefab
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}
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*/
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}
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void gameobject_revertprefab(struct gameobject *go)
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{
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}
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void toggleprefab(struct gameobject *go)
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{
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/*
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go->editor.prefabSync = !go->editor.prefabSync;
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if (go->editor.prefabSync) {
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strcpy(go->editor.prefabName, go->editor.rootPrefabName);
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gameobject_revertprefab(go); //TODO: object revert prefab
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} else {
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go->editor.prefabName[0] = '\0';
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}
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*/
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}
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void gameobject_move(struct gameobject *go, cpVect vec)
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{
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cpVect p = cpBodyGetPosition(go->body);
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p.x += vec.x;
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p.y += vec.y;
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cpBodySetPosition(go->body, p);
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phys2d_reindex_body(go->body);
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}
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void gameobject_rotate(struct gameobject *go, float as)
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{
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cpFloat a = cpBodyGetAngle(go->body);
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a += as * deltaT;
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cpBodySetAngle(go->body, a);
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phys2d_reindex_body(go->body);
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}
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void gameobject_setangle(struct gameobject *go, float angle) {
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cpBodySetAngle(go->body, angle);
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phys2d_reindex_body(go->body);
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}
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void gameobject_setpos(struct gameobject *go, cpVect vec) {
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if (!go || !go->body) return;
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cpBodySetPosition(go->body, vec);
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phys2d_reindex_body(go->body);
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}
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void object_gui(struct gameobject *go)
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{
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/*
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float temp_pos[2];
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temp_pos[0] = cpBodyGetPosition(go->body).x;
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temp_pos[1] = cpBodyGetPosition(go->body).y;
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draw_point(temp_pos[0], temp_pos[1], 3);
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nuke_property_float2("Position", -1000000.f, temp_pos, 1000000.f, 1.f, 0.5f);
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cpVect tvect = { temp_pos[0], temp_pos[1] };
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cpBodySetPosition(go->body, tvect);
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float mtry = cpBodyGetAngle(go->body);
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float modtry = fmodf(mtry * RAD2DEGS, 360.f);
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if (modtry < 0.f)
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modtry += 360.f;
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float modtry2 = modtry;
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nuke_property_float("Angle", -1000.f, &modtry, 1000.f, 0.5f, 0.5f);
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modtry -= modtry2;
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cpBodySetAngle(go->body, mtry + (modtry * DEG2RADS));
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nuke_property_float("Scale", 0.f, &go->scale, 1000.f, 0.01f, go->scale * 0.01f);
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nuke_nel(3);
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nuke_radio_btn("Static", &go->bodytype, CP_BODY_TYPE_STATIC);
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nuke_radio_btn("Dynamic", &go->bodytype, CP_BODY_TYPE_DYNAMIC);
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nuke_radio_btn("Kinematic", &go->bodytype, CP_BODY_TYPE_KINEMATIC);
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cpBodySetType(go->body, go->bodytype);
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if (go->bodytype == CP_BODY_TYPE_DYNAMIC) {
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nuke_property_float("Mass", 0.01f, &go->mass, 1000.f, 0.01f, 0.01f);
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cpBodySetMass(go->body, go->mass);
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}
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nuke_property_float("Friction", 0.f, &go->f, 10.f, 0.01f, 0.01f);
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nuke_property_float("Elasticity", 0.f, &go->e, 2.f, 0.01f, 0.01f);
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int n = -1;
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for (int i = 0; i < arrlen(go->components); i++) {
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struct component *c = &go->components[i];
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comp_draw_debug(c);
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nuke_nel(5);
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if (nuke_btn("Del")) n = i;
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if (nuke_push_tree_id(c->ref->name, i)) {
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comp_draw_gui(c);
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nuke_tree_pop();
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}
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}
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if (n >= 0)
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gameobject_delcomponent(go, n);
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*/
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}
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void body_draw_shapes_dbg(cpBody *body, cpShape *shape, void *data) {
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struct phys2d_shape *s = cpShapeGetUserData(shape);
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s->debugdraw(s->data);
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}
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void gameobject_draw_debugs() {
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for (int i = 0; i < arrlen(gameobjects); i++) {
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cpVect pos = cpBodyGetPosition(gameobjects[i].body);
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float color[3] = {0.76f, 0.38f, 1.f};
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draw_point(pos.x, pos.y, 3.f, color);
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if (!gameobjects[i].body) continue;
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cpBodyEachShape(gameobjects[i].body, body_draw_shapes_dbg, NULL);
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}
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}
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static struct {struct gameobject go; cpVect pos; float angle; } *saveobjects = NULL;
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void gameobject_saveall() {
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arrfree(saveobjects);
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arrsetlen(saveobjects, arrlen(gameobjects));
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for (int i = 0; i < arrlen(gameobjects); i++) {
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saveobjects[i].go = gameobjects[i];
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saveobjects[i].pos = cpBodyGetPosition(gameobjects[i].body);
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saveobjects[i].angle = cpBodyGetAngle(gameobjects[i].body);
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}
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}
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void gameobject_loadall() {
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YughInfo("N gameobjects: %d, N saved: %d", arrlen(gameobjects), arrlen(saveobjects));
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for (int i = 0; i < arrlen(saveobjects); i++) {
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gameobjects[i] = saveobjects[i].go;
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cpBodySetPosition(gameobjects[i].body, saveobjects[i].pos);
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cpBodySetAngle(gameobjects[i].body, saveobjects[i].angle);
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cpBodySetVelocity(gameobjects[i].body, cpvzero);
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cpBodySetAngularVelocity(gameobjects[i].body, 0.f);
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}
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arrfree(saveobjects);
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}
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int gameobjects_saved() {
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return arrlen(saveobjects);
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}
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