prosperon/source/engine/gameobject.c
2022-12-27 02:57:45 +00:00

360 lines
8.9 KiB
C

#include "gameobject.h"
#include "shader.h"
#include "sprite.h"
#include "registry.h"
#include "2dphysics.h"
#include "script.h"
#include "input.h"
#include <string.h>
#include <chipmunk/chipmunk.h>
#include "resources.h"
#include "nuke.h"
#include "log.h"
#include "debugdraw.h"
#include "stb_ds.h"
struct gameobject *gameobjects = NULL;
const int nameBuf[MAXNAME] = { 0 };
const int prefabNameBuf[MAXNAME] = { 0 };
struct gameobject *get_gameobject_from_id(int id)
{
return &gameobjects[id];
}
int id_from_gameobject(struct gameobject *go) {
for (int i = 0; i < arrlen(gameobjects); i++) {
if (&gameobjects[i] == i) return i;
}
return -1;
}
static void gameobject_setpickcolor(struct gameobject *go)
{
float r = ((go->editor.id & 0x000000FF) >> 0) / 255.f;
float g = ((go->editor.id & 0x0000FF00) >> 8) / 255.f;
float b = ((go->editor.id & 0x00FF0000) >> 16) / 255.f;
go->editor.color[0] = r;
go->editor.color[1] = g;
go->editor.color[2] = b;
}
int MakeGameobject()
{
if (gameobjects == NULL) arrsetcap(gameobjects, 100);
YughInfo("Making new gameobject");
struct gameobject go = {
.editor.id = arrlen(gameobjects),
.transform.scale = 1.f,
.scale = 1.f,
.bodytype = CP_BODY_TYPE_STATIC,
.mass = 1.f
};
gameobject_setpickcolor(&go);
strncpy(go.editor.mname, "New object", MAXNAME);
go.body = cpSpaceAddBody(space, cpBodyNew(go.mass, 1.f));
arrput(gameobjects, go);
cpBodySetUserData(go.body, &arrlast(gameobjects));
return arrlen(gameobjects)-1;
}
void gameobject_addcomponent(struct gameobject *go, struct component *c)
{
arrput(go->components, *c);
struct component *newc = &arrlast(go->components);
newc->go = go;
newc->data = newc->make(newc->go);
}
void gameobject_delete(int id)
{
YughInfo("Deleting gameobject with id %d.", id);
struct gameobject *go = &gameobjects[id];
for (int i = 0; i < arrlen(go->components); i++) {
go->components[i].delete(go->components[i].data);
arrdel(go->components, i);
}
arrdelswap(gameobjects, id);
}
void gameobject_delcomponent(struct gameobject *go, int n)
{
go->components[n].delete(go->components[n].data);
arrdel(go->components, n);
}
void setup_model_transform(struct mTransform *t, struct shader *s, float scale)
{
mfloat_t modelT[16] = { 0.f };
mfloat_t matbuff[16] = { 0.f };
memcpy(modelT, UNITMAT4, sizeof(modelT));
mat4_translate_vec3(modelT, t->position);
mat4_multiply(modelT, modelT, mat4_rotation_quat(matbuff, t->rotation));
mat4_scale_vec3f(modelT, scale);
shader_setmat4(s, "model", modelT);
}
void gameobject_save(struct gameobject *go, FILE * file)
{
fwrite(go, sizeof(*go), 1, file);
YughInfo("Number of components is %d.", arrlen(go->components));
int n = arrlen(go->components);
fwrite(&n, sizeof(n), 1, file);
for (int i = 0; i < n; i++) {
fwrite(&go->components[i].id, sizeof(int), 1, file);
if (go->components[i].io == NULL)
fwrite(go->components[i].data, go->components[i].datasize, 1, file);
else
go->components[i].io(go->components[i].data, file, 0);
}
}
int gameobject_makefromprefab(char *path)
{
FILE *fprefab = fopen(path, "rb");
if (fprefab == NULL) {
YughError("Could not find prefab %s.", path);
return;
}
struct gameobject *new = get_gameobject_from_id(MakeGameobject());
fread(new, sizeof(*new), 1, fprefab);
new->components = NULL;
gameobject_init(new, fprefab);
fclose(fprefab);
return arrlen(gameobjects)-1;
}
void gameobject_init(struct gameobject *go, FILE * fprefab)
{
go->body = cpSpaceAddBody(space, cpBodyNew(go->mass, 1.f));
cpBodySetType(go->body, go->bodytype);
cpBodySetUserData(go->body, go);
int comp_n;
fread(&comp_n, sizeof(int), 1, fprefab);
arrfree(go->components);
int n;
for (int i = 0; i < comp_n; i++) {
fread(&n, sizeof(int), 1, fprefab);
arrput(go->components, components[n]);
struct component *newc = &arrlast(go->components);
newc->go = go;
newc->data = newc->make(newc->go);
if (newc->io == NULL)
fread(newc->data, newc->datasize, 1, fprefab);
else
newc->io(newc->data, fprefab, 1);
newc->init(newc->data, go);
}
}
void gameobject_saveprefab(struct gameobject *go)
{
char prefabfname[60] = { '\0' };
strncat(prefabfname, go->editor.prefabName, MAXNAME);
strncat(prefabfname, EXT_PREFAB, 10);
FILE *pfile = fopen(prefabfname, "wb+");
gameobject_save(go, pfile);
fclose(pfile);
findPrefabs();
}
void gameobject_syncprefabs(char *revertPath)
{
/*
struct gameobject **go = objects;
int i = 0;
while(i != nobjects) {
if ((*go)->editor.curPrefabPath && !strcmp((*go)->editor.curPrefabPath, revertPath)) { ; }//objectRevertPrefab(go); //TODO: revertprefab
}
*/
}
void gameobject_revertprefab(struct gameobject *go)
{
}
void toggleprefab(struct gameobject *go)
{
go->editor.prefabSync = !go->editor.prefabSync;
if (go->editor.prefabSync) {
strcpy(go->editor.prefabName, go->editor.rootPrefabName);
gameobject_revertprefab(go); //TODO: object revert prefab
} else {
go->editor.prefabName[0] = '\0';
}
}
void gameobject_move(struct gameobject *go, cpVect vec)
{
cpVect p = cpBodyGetPosition(go->body);
p.x += vec.x;
p.y += vec.y;
cpBodySetPosition(go->body, p);
phys2d_reindex_body(go->body);
}
void gameobject_rotate(struct gameobject *go, float as)
{
cpFloat a = cpBodyGetAngle(go->body);
a += as * deltaT;
cpBodySetAngle(go->body, a);
phys2d_reindex_body(go->body);
}
void gameobject_setangle(struct gameobject *go, float angle) {
cpBodySetAngle(go->body, angle);
phys2d_reindex_body(go->body);
}
void gameobject_setpos(struct gameobject *go, cpVect vec) {
if (!go || !go->body) return;
cpBodySetPosition(go->body, vec);
phys2d_reindex_body(go->body);
}
void object_gui(struct gameobject *go)
{
float temp_pos[2];
temp_pos[0] = cpBodyGetPosition(go->body).x;
temp_pos[1] = cpBodyGetPosition(go->body).y;
draw_point(temp_pos[0], temp_pos[1], 3);
nuke_property_float2("Position", -1000000.f, temp_pos, 1000000.f, 1.f, 0.5f);
cpVect tvect = { temp_pos[0], temp_pos[1] };
cpBodySetPosition(go->body, tvect);
float mtry = cpBodyGetAngle(go->body);
float modtry = fmodf(mtry * RAD2DEGS, 360.f);
if (modtry < 0.f)
modtry += 360.f;
float modtry2 = modtry;
nuke_property_float("Angle", -1000.f, &modtry, 1000.f, 0.5f, 0.5f);
modtry -= modtry2;
cpBodySetAngle(go->body, mtry + (modtry * DEG2RADS));
nuke_property_float("Scale", 0.f, &go->scale, 1000.f, 0.01f, go->scale * 0.01f);
nuke_nel(3);
nuke_radio_btn("Static", &go->bodytype, CP_BODY_TYPE_STATIC);
nuke_radio_btn("Dynamic", &go->bodytype, CP_BODY_TYPE_DYNAMIC);
nuke_radio_btn("Kinematic", &go->bodytype, CP_BODY_TYPE_KINEMATIC);
cpBodySetType(go->body, go->bodytype);
if (go->bodytype == CP_BODY_TYPE_DYNAMIC) {
nuke_property_float("Mass", 0.01f, &go->mass, 1000.f, 0.01f, 0.01f);
cpBodySetMass(go->body, go->mass);
}
nuke_property_float("Friction", 0.f, &go->f, 10.f, 0.01f, 0.01f);
nuke_property_float("Elasticity", 0.f, &go->e, 2.f, 0.01f, 0.01f);
int n = -1;
for (int i = 0; i < arrlen(go->components); i++) {
struct component *c = &go->components[i];
if (c->draw_debug)
c->draw_debug(c->data);
nuke_nel(5);
if (nuke_btn("Del")) n = i;
if (nuke_push_tree_id(c->name, i)) {
c->draw_gui(c->data);
nuke_tree_pop();
}
}
if (n >= 0)
gameobject_delcomponent(go, n);
}
void gameobject_draw_debugs() {
for (int i = 0; i < arrlen(gameobjects); i++) {
for (int j = 0; j < arrlen(gameobjects[i].components); j++) {
struct component *c = &gameobjects[i].components[j];
if (c->draw_debug) c->draw_debug(c->data);
}
}
}
static struct {struct gameobject go; cpVect pos; float angle; } *saveobjects = NULL;
void gameobject_saveall() {
arrfree(saveobjects);
arrsetlen(saveobjects, arrlen(gameobjects));
for (int i = 0; i < arrlen(gameobjects); i++) {
saveobjects[i].go = gameobjects[i];
saveobjects[i].pos = cpBodyGetPosition(gameobjects[i].body);
saveobjects[i].angle = cpBodyGetAngle(gameobjects[i].body);
}
}
void gameobject_loadall() {
YughInfo("N gameobjects: %d, N saved: %d", arrlen(gameobjects), arrlen(saveobjects));
for (int i = 0; i < arrlen(saveobjects); i++) {
gameobjects[i] = saveobjects[i].go;
cpBodySetPosition(gameobjects[i].body, saveobjects[i].pos);
cpBodySetAngle(gameobjects[i].body, saveobjects[i].angle);
cpBodySetVelocity(gameobjects[i].body, cpvzero);
cpBodySetAngularVelocity(gameobjects[i].body, 0.f);
}
arrfree(saveobjects);
}
int gameobjects_saved() {
return arrlen(saveobjects);
}